processXmlResource cannot reach the xml file - haxe

I'm trying to replicate this hello world example with Haxe and HaxeUI.
When i compile the project everything seems fine but when i try to execute the swf from browser i have an error like: Cannot access a property or method of a null object reference referred to processXmlResource (in the root folder i have the main.hx and in a subfolder the xml).
Below is the screenshot of the error i get:

Have you modified your applications application.xml (or project.xml) to find the asset in your project root? Or put all your assets in an assets sub folder and let then reference that from you application.xml?
Basically it seems it is not finding your xml resource. This sample might be a good example of a basic project setup: https://github.com/ianharrigan/haxeui/tree/master/samples/hello_world_xml

Related

Create project that is not in the default path in DataSpell

I tried the new DataSpell today, but fail to create a project. Every time I try to attach a directory, it has been marked as a library. And it seems like the Project is always in
C:\Users\XXX\AppData\Roaming\JetBrains\DataSpell2021.3\projects\workspace
What's more, the intended project root folder (i.e., Test_2) is marked as a Module,
What's more, I can not mark the directory as well as all the subdrectories within it:
Does anyone know how to create a PyCharm like project in DataSpell?

minko / lua issue : premake5.lua:3: attempt to index global 'minko' (a nil value)

I am working with minko and managed to compile MINKO SDK properly for 3 platforms (Linux, Android, HTML5) and build all tutorials / examples. Moving on to create my own project, I followed the instructions on how to use the existing skeleton project, then using an existing example project.
(I believe there is an error in the skeleton code at this line :
auto sceneManager = SceneManager::create(canvas->context()); //does not compile
where as the example file look like this :
auto sceneManager = SceneManager::create(canvas); //compile and generate binary
I was able to do so by modifying premake5.lua (to include more plugins) and calling script/solution_gmake_gcc.sh
to generate the make solution a week ago. Today, I tried to make a new project in a new folder but calling
script/solution_gmake_gcc.sh and script/clean failed with this error:
minko-master/skel_tut/mycode/premake5.lua:3: attempt to index global 'minko' (a nil value)
Now at premake5.lua line 3 there is this line : minko.project.solution(PROJECT_NAME),
however sine i am not familiar with lua at all, can anyone shed any light on the issue ?
What is supposed to be declared here, why is it failing suddenly... ?
(I can still modify,compile and run the code but i can't for example add more plug-ins)
PS: weirdly enough, the previously 'working' project is also failing at this point.
Thanks.
PROJECT_NAME = path.getname(os.getcwd())
minko.project.application("minko-tutorial-" .. PROJECT_NAME)
files { "src/**.cpp", "src/**.hpp", "asset/**" }
includedirs { "src" }
-- plugins
minko.plugin.enable("sdl")
minko.plugin.enable("assimp")
minko.plugin.enable("jpeg")
minko.plugin.enable("bullet")
minko.plugin.enable("png")
--html overlay
minko.plugin.enable("html-overlay")
Assuming that's indeed your project premake5.lua file (please us the code tags next time), you should have include "script" at the beginning of the file:
https://github.com/aerys/minko/blob/master/skeleton/premake5.lua#L1
If you don't have this line, it will not include script/premake5.lua which is in charge of including the SDK build system files that defines everything inside the minko Lua namespace/table. That's why you get that error.
I think you copy pasted one of the examples/tutorials premake5.lua file instead of modifying the one provided by the skeleton. The premake conf file of the examples/tutorials are different since they are included from the SDK premake files. But your app premake5.lua does the "opposite": it includes the SDK conf files rather than being included by them.
The best practice is to edit your app's copy of the skeleton's premake5.lua (instead of copy/pasting one from the examples/tutorials).
(I believe there is an error in the skeleton code at this line :
That's possible. Our build server doesn't test the skeleton code. That's a mistake we will fix ASAP to make sure it works properly.
script/solution_gmake_gcc.sh and script/clean failed with this error:
minko-master/skel_tut/mycode/premake5.lua:3: attempt to index global 'minko' (a nil value)
Could you copy/paste your premake5.lua file?
Also, what's the value you set for the MINKO_HOME env var? Maybe you've moved the SDK...
Note that instead of setting a global MINKO_HOME env var, you can also set the corresponding LUA constant at the very begining of your premake5.lua file.

Getting the full path of a DirectoryEntry

Does anyone know how to get the full path of a DirectoryEntry object in a Chrome Packaged App, without any tildes or other shortcuts?
I am writing a Google Chrome Packaged App. My app has a button where a user can choose a directory using chrome.fileSystem API. When the directory choice comes back to my app, it is represented by a DirectoryEntry object, which is defined in the File API. The object looks like this in the console:
DirectoryEntry {
filesystem: DOMFileSystem
fullPath: "/to_read"
isDirectory: true
isFile: false
name: "to_read"
__proto__: DirectoryEntry
}
I am using Windows and the full path of the directory is
C:\Users\David\Desktop\to_read
I would like a function that can return that path or something close. Unfortunately, the closest thing I found is chrome.fileSystem.getDisplayPath, but that returns the following:
~\Desktop\to_read
The return value from getDisplayPath is not useful to me, because I want to get the full name of the directory (including the drive) so I can compare it to some other full directory paths I have.
I tried calling toURL() on the DirectoryEntry and it returned an empty string.
A bit about my project: I want to write an iTunes library synchronizer as a Chrome Packaged App. The iTunes library XML file contains full paths like file://localhost/D:/David/Music/Bob/Bob%20Album/01%20Bob.mp3. The user will give my app access to his music folders, and I want to be able to tell if he gave me access to the right folders.
The only full paths available are those returned by getDisplayPath.
The mediaGalleries API may be a better fit for your project: http://developer.chrome.com/apps/mediaGalleries.html#iTunes.
If you have a full path path/to/the/file.mp3 and you want to load the file directly with tis you can do it but the solution is not perfect. Use the chrome.mediaGalleries API to ask where the user saves his music (in your case), then you can write a loop who check if one of the path repository is equal to a gallery.
For example if you got a file path/to/the/file.mp3 from the xml file and your galleries list looks like ["D", "to", "Videos"], write a function to check if each component of the file's path is a gallery. In this case your code will find "to", so you can launch a second function who use "the/file.mp3".
The second function has to use the given path and find if the gallery contains the right folders and finally the right file (use this example by Google). In the case you're trying to find "the/file.mp3" with the gallery to your loop has to find a directory named "the" then "file.mp3" (write a recursive function), if you find the file open it, otherwise come back to the first function if you haven't check all the galleries or all the path's component.
This is currently (2014-01-10) not a feature of Chrome, but I have suggested it and they are working on it:
https://code.google.com/p/chromium/issues/detail?id=322952

How to get path to UITestActionLog.html from code

Each test case saves results to a separate UITestActionLog.html file. But in the end of each test case I'd like to move that .html to a different folder and rename it.
Is it possible to do so in, say, [TestCleanup()]? If yes, then how can I programmatically get .html report location?
The TestContext class contains several fields with "directory" in their names. These can be used to access the various directories associated with running the tests.
As well as managing the files as asked by your question the TestContext class has an AddResultFile method. The Microsoft documentation on this mehod is not clear, but it seems that the files are saved for failing tests and discarded for passing tests.
To get the directory in which the UITestActionLog file will be located, use the TestContext.TestResultsDirectory Property. You can use below code to get the full path:
string fullPath = TestContext.TestResultsDirectory +"\" +"UITestActionLog.html";

Modifying project with multiple solutions files and multiple project files referencing each other

I have a project structure like -
proj_Main
proj_A(directory)
somefile.cs(etc.)
proj_A.csproj
proj_B(dir)
somefile.cs
proj_B.csproj
proj_C(dir)
somefile.cs
proj_C.csproj
proj_D(dir)
somefile.cs
proj_D.csproj
proj_Main(dir)
other dirs etc.
some.cs files
proj_Main.csproj
proj_Main.csproj.user
proj_Main2010.csproj
proj_Main2010.csproj.user
proj_Main2010.v11.suo
proj_A.sln
proj_B.sln
proj_C.sln
proj_D.sln
proj_Main.sln
proj_Main2010.sln
(There are actually more than 10 solutions inside it, to keep it simple, I have depicted 4 above.)
While opening it in VS 2012 I have opened proj_Main2010.sln and it shows other linked projects with it, opens them inside the solution. This proj_Main refers the dll of other projects from those other projects. So far fine.
Now I have to modify the code from all project files, but if I do that, the previously referenced classes and code stops working, and throws errors of all sort -
Error 2 The type or namespace name 'XXXX' could not be found (are you missing a using directive or an assembly reference?)
I am not sure, If this is the correct way to depict the scenario, my apologies for that.
My problem is, I am not sure If I am opening the right file to work on this solution or if I am trying to modify the files safely.
Any suggestions would be appreciated.
p.s. I also have a setup project in it ( but I guess its related to deploying an application not useful while developing /redeveloping it)

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