is there a easy way to packing the Javafx2 application to a .exe file, within the JRE and Javafx runtime be pointed out and they can be all packed together as to public the software normally like oter windows application.
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I am not sure if this is a Programming or Linux question so please forgive me! Here is my situation:
I have my own PC (running Lubuntu 64 19.04) which I use as my work desktop. I have installed qt creator and qt 5.13 and everything works fine.
Now I have a mini-pc (intel nuc) which is luckily the same CPU architecture (intel x86-64). So the program will be binary compatible for both machines and allows me to develope and compile on my main machine and then remotely deploy or debug on the mini-pc using something like ssh and scp.
I want to develope some sort of "kiosk" application for this mini-pc. The problem is that it has very little storage (32GB). This kiosk application will save some data so it needs a lot of free space.
Now back to the question: For the mini-pc, I can go with qt-installer and install qt just like how I did it on my desktop. But I want to avoid this and I want only to copy the libraries that my application needs to have as small as footprint possible. So:
Is there a qt 5.13 libraries only package that I can install using
apt-get?
Can I get away with only copying (.so or .a) files to my remote pc
in the application binary folder?
What would be the must professional way?
You can copy only the relevant dependencies. There is a existing project for this purpose, called linuxdeployqt.
According to the official docs:
This Linux Deployment Tool, linuxdeployqt, takes an application as input and makes it self-contained by copying in the resources that the application uses (like libraries, graphics, and plugins) into a bundle.
And more specific:
When used on Qt-based applications, it can bundle a specific minimal subset of Qt required to run the application.
The project is based in the official tool macdeployqt.
I've been trying to figure out on how to setup a Cross-Platform project for MonoGame. Whats the conventional way of doing so ?
Is that done through a Shared Project and can I keep all my content in 1 project ?
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
Targeted Platforms : WINDOWS, LINUX, MAC
The best way to setup a cross platform MonoGame project IMO would be to use a Shared project. Shared projects can also include .mgcb file so you won't need to duplicate your content either. How to do:
Use "Xamarin Studio/MonoDevelop" and create a "MonoGame Shared Project" with the name of your game
If you are going to use using "Visual Studio", close the "Xamarin Studio/MonoDevelop" after this, and open up the created project vith it
you are gonna have to include the generated "Content\Content.mgcb" file with build action "None" so it will be visible in Project View area
Add a MonoGame Project for the platform you wish to launch the game from, ie. create a "MonoGame Crossplatform Project" and name it "(gamename).DesktopGL"
Delete "Game1.cs" and "Content Folder" from the Platform project
Add a reference for your Shared project
For your platform project, in options set the Output Assembly Name to be the same as your shared project
this step might not seem important, but if you are using a custom importer/processor this will allow you to not have to compile the content separately for each platform.
There you go, you should be able to run your project now.
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
The created executable from DesktopGL project is runnable on Mac even when compiled from Windows, the Mac user just has to launch it using Mono. In case you want you can package your game using MonoKickstart so that your Linux and Mac users don't have to have mono installed: https://github.com/MonoGame/MonoKickstart what's more, it also includes other needed native libraries. Description on how to use it are in the link.
Since you're just targeting Windows, Linux and Mac, you can use Xamarin/MonoDevlop which runs on all three of your target platforms.
Once it's installed, then add the Monogame through the Addin manager. The addin on version 5 of Xaramin and MonoDevlop.
You can then use the same Solution project file between all three platforms assuming you use the OpenGL Template. I use this method for developing between Windows and Linux.
The only time you'll need to use a shared project or something similar would be if you started developing for Mobile (iOS/Android) or for Windows on DirectX instead of OpenGL.
I created a JavaFX 2 self-contained application for Mac OS X. It works fine.
Inside the application bundle (.app), there's a PlugIns directory and inside the PlugIns directory there's a directory that contains the JRE.
How can I use that JRE to launch another Runnable Jar?
I look inside the JRE directory, but I can't find a java executable binary.
The reason is that the generated binary in your MacOS-Folder bootstraps java by using the libjvm.dylib directly. You could try copying the java-binary from your java installation into a folder bin next to jre
From http://docs.oracle.com/javafx/2/deployment/self-contained-packaging.htm#A1307236:
Each self-contained application package includes the following:
A private copy of the Java and JavaFX Runtimes, to be used by this application only
So it appears that by design you are not supposed to be able to use that JRE with any other application. But I am not aware of what checks are in place to enforce this.
I am not a full time programmer, but have to do a little bit to build tools to support my job. I have finished writing my application which I now need to deploy.
I do not want to use "ClickOnce" as I need to alter files in the 'local' folder at configuration time. My understanding is that if I use the Publish option under the Build menu, then I am using "ClickOnce".
My research has led me to believe that "You do this by adding one or more deployment projects to your solution". MSDN then states, that to acheive this I need to select 'Add Project' and "In the resulting Add New Project dialog box, select the Setup and Deployment Projects folder."
The problem is, I do not have such an option ?!
Can someone shed some light on why this would be the case, and how I go about fixing it. I have spent half a day googling and cannot come up with a way forward?
Details of Project and System are as follows:
Environment: Visual Studio 2012 Express for Windows Desktop.
Current Project: Windows Form Application.
Op Sys: Windows 7 Professional.
Correct though its advice may be, that is an old tutorial that you're reading. It is probably referring to Visual Studio 2010.
That option has been removed in VS 2012. You will need to use an alternative tool to build your installer. For example:
WiX
Inno Setup
InstallShield
…etc.
I strongly suggest looking at Wix#. See http://www.codeproject.com/Articles/31407/Wix-WixSharp-managed-interface-for-WiX. If you are doing your coding in C#, Wix# this would probably be the most simple and comfortable skill set to add, and it is free and would directly integrate into the Visual Studio environment you are using.
More info at the CodePlex home page for Wix#: http://wixsharp.codeplex.com/
For C# developers needing to create a Windows Installer MSI to deploy their app, Wix# is perhaps the best replacement for the "Packaging and Deployment" project type that Microsoft removed from Visual Studio starting with VS2012. Wix is a C# front end for the WiX (Windows Installer Xml) Toolset. Using Wix# allows building a complete Windows Installer MSI in the C# language.
Wix# is useful for a broad range of installation/deployment scenarios, and lends itself reasonably well to Continuous Integration scenarios. There are Wix# examples for deploying Windows desktop applications, for installing Windows Services, and installing ASP.NET websites, and many more types of installations.
The question mentioned a need to install applications on Windows 7. Wix# supports this environment, and handles typical installer requirements, and the Wix# installer code for simple projects is indeed simple. For application installs that are more complex, and require advanced features, Wix# can tap into the power of the full WiX Toolset when needed. For example, when installing a .NET application, a typical requirement would be to install the application exe and dll files, and tailor some .NET configuration files and/or registry entries on the target system.
Below is an example of the C# code for a simple Wix# installer that installs an application on a target system, and modifies some configuration files. This example assumes that you have written a utility named "TailorMyConfig.exe", e.g., a simple C# program that uses ConfigurationManager.AppSettings routines, and you are deploying this exe along with your app.
using System;
using System.Windows.Forms;
using System.Diagnostics;
using Microsoft.Deployment.WindowsInstaller;
using WixSharp;
class Script
{
static public void Main(string[] args)
{
var project = new Project("MyProduct",
new Dir(#"%ProgramFiles%\My Company\My Product",
new File(#"Files\Bin\MyApp.exe"),
new File(#"Files\Bin\TailorMyConfig.exe")),
new ManagedAction("UpdateConfigFile"));
project.Id = new Guid("6f330b47-2577-43ad-9095-1861ba25889b");
Compiler.BuildMsi(project);
}
}
public class MyCustomAction
{
[CustomAction]
public static ActionResult UpdateConfigFile(Session session)
{
if (DialogResult.Yes == MessageBox.Show("Config file update ready to run.\n Update config file(s) now?",
"Config Tailoring Utility",
MessageBoxButtons.YesNo))
{
Process.Start("TailorMyConfig.exe", "Run utility to tailor config file to current system");
}
return ActionResult.Success;
}
}
Note that there are "better" ways to modify a config file using WiX XML features. For simplicity, the example above assumed a custom-written C# exe utility for modifying config files. I would suggest using WiX XML capabilities for doing this instead. You can incorporate nearly any WiX XML capabilities directly into your Wix# setup using the Wix# technique of "XML injection".
Remember, Wix# is simply a C# front end that emits WiX XML syntax. After Wix# has emitted the WiX XML (wxs file), that wxs file can easily be post-processed to insert additional WiX XML features. Then the resulting wxs file gets compiled by the WiX Toolset into an MSI.
For an example of using XML Injection to incorporate WiX XML features into a Wix# (C#)installation, look here In Wix#, how to avoid creating a physical folder on the target system, when deploying only registry entries?
In that question, see my answer that uses the technique of hooking up a delegate to the "WixSourceGenerated" event.
You could then use this XML injection approach to insert some WiX XML into your installer that would accomplish the config file editing. An example of some typical WiX XML to modify config files is here:
How to modify .NET config files during installation?
Another typical requirement of an installer would be to add or modify Windows Registry entries on a target system. Wix# provides direct support for that using the "RegValue" class. The advantage there is when using Wix# you also get a full "uninstall" capability for free, including uninstalling/reverting registry entries to the pre-install state. This is a natural result of Wix# being built on top of the WiX Toolset and Windows Installer technology. An example of a registry-only Wix# installer is here: In Wix#, how to avoid creating a physical folder on the target system, when deploying only registry entries?
The Wix# approach has been very useful in my environment, and it allows use of the familiar C# skillset without having to jump headfirst into the full complexity of the WiX XML installer technology.
I want to make a executable file of my project which I made in JavaFX 2.0. Can anyone help me with this?
The JavaFX team implemented support for this in the tools bundled with the JavaFX 2.2 SDK (included in Java7 from update 6). The JavaFX packaging toolset for packaging executables is documented in self-contained application section of the JavaFX deployment guide.
See RT-19446 "Add ability to co-bundle Java + JavaFX + App into a single native executable" for more information (anybody can sign up to view the jira).
3rd party tools such as the JavaFX maven plugin or the JavaFX gradle plugin, streamline integration of building native JavaFX executables using common build systems.
The JavaFX packaging tools can also be used to natively package any Java application, not just JavaFX applications. For example, a Swing application, as demonstrated by this shell script for packaging a Swing application using JavaFX on OS X.
If you want to do the packaging for the 2.0 or 2.1 versions of JavaFX (not JavaFX 2.2+), then you should review Packaging JavaFX Applications as Native Installers.
Javafx 2+ can now easily be packaged as a native exe (with an added payload, which the current JRE), the up to date (as in the end of 2012) article is here: http://docs.oracle.com/javafx/2/deployment/self-contained-packaging.htm
Out of curiosity I created an executable on Windows (copy-pasting the netbeans build code into netbeans' build.xml) from the canvas and the hello world examples: the app is around 20k, the executable/launcher is around 80k and the added runtime is 138mb.
By the way if you have an older netbeans install (installed with a pre 1.7jdk) you may have to update it or edit its netbeans.conf fixing the "netbeans_jdkhome" path, otherwise the bundled executable's packaging may fail.
There are several tools to generate a customized exe launcher for your Java application.
I have good experience with Winrun4J: http://winrun4j.sourceforge.net/
but you will always need an installed Java/JavaFX Runtime even if you have an .exe that contains all your code.