Background/Context:
I'm currently developing a touch screen application which is aimed to run on Linux. As a development framework I chose JavaFX (jdk1.7.0_10) due to its rapid prototyping easiness. I'm using Arch Linux (kernel 3.6.10-1-ARCH) distribution and since JavaFX needs a head-full environment to run, I installed Xorg on top of the base configuration. Even thought I'm able to run my JavaFX application, I have some issues with popup windows that are being displayed in my application.
When trying to display those popup windows, sometimes they don't respond as expected or event worse, they crash my application. The error I get is the following:
The program 'java' received an X Window System error.
This probably reflects a bug in the program.
The error was 'BadDrawable (invalid Pixmap or Window parameter)'.
(Details: serial 51101 error_code 9 request_code 62 minor_code 0)
(Note to programmers: normally, X errors are reported asynchronously;
that is, you will receive the error a while after causing it.
To debug your program, run it with the --sync command line
option to change this behavior. You can then get a meaningful
backtrace from your debugger if you break on the gdk_x_error() function.)
By the way, when running the same application on Windows (my development machine), everything works fine.
I also tried to run a composite manager ('xcompmgr') since i was also getting some warnings like
Can't create transparent stage, because your screen doesn't support alpha channel. You need to enable XComposite extension.
but it didn't helped.
Question:
Am i missing some files or configurations in order to run smoothly JavaFX in Linux, or has any one encountered the same challenge? Since my main concern is performance (due to limited hardware specs), I don't want to install a full featured Linux distribution. I only need to run my JavaFX application.
Try running JavaFX in software rendering mode: java -Dprism.order=j2d -jar your.jar
Also note that your platforms seems to be not included into list of supported ones: http://www.oracle.com/technetwork/java/javafx/downloads/supportedconfigurations-1506746.html
Related
Since I upgraded my Android Studio installation to Bumblebee, the emulator has become unusable. It either crashes during startup or gets itself stuck so that the UI is unresponsive and the debugger either cannot install or cannot launch an app. The way in which it fails varies from time to time for no reason that I can understand. although different virtual devices seem to behave differently. I tried deleting my old virtual devices and creating new ones, but that didn't help.
I can't debug my code on a real phone because of a different problem, see my recent answer to Source code does not match the bytecode for Android's View.java.
When it crashes I send a crash report to Google, but they don't seem to be fixing it. The problems started with the first official Bumblebee release 2021.1.1, which seemed to have a complete new version of the emulator, and I'm now on the latest stable version 2021.1.1 Patch 2.
My environment is a Dell Precision M4800 with 16GB of RAM and an 8-core Intel processor, using an external 4K monitor and an external full-size keyboard, running Linux openSUSE Leap 15.3 with all recommended patches installed.
Does anyone have any suggestion short of throwing away my entire Android Studio installation and reverting back to Arctic Fox? Has anyone else seen similar problems?
Tintin's answer didn't work for me: Device Frame wasn't enabled anyway because I had noticed that it had caused problems before.
However the following sequence rather surprisingly, at least to me, did fix the problem.
First make sure that the toolbar is visible at the top of the emulator window: if it isn't, click on the gear settings icon at the top right of the emulator window and enable Show Toolbar.
Start up an emulated virtual device, and before it crashes click on the three dots at the right hand end of the toolbar: this will bring up the extended controls window.
Choose Settings from the list at the left of the extended controls list.
Set the OpenGL ES renderer to Desktop native OpenGL, and the OpenGL ES API to Compatibility (OpenGL ES 1.1/2.0).
Close the extended controls window and then close the Android Emulator window.
Check if there are any zombie emulator or qemu processes still running. If there are, kill them: you'll need kill -9 on Linux.
Try to cold boot an emulated virtual device: it will probably crash before it even gets started up properly.
Close the Android Emulator window and repeat step 6
Try to cold boot an emulated virtual device again, but click on the three dots quickly before it crashes.
When the extended controls list comes up, choose Settings from the list at the left.
Set the OpenGL ES renderer back to SwiftShader, and the OpenGL ES API back to Renderer maximum (up to OpenGL ES 3.1).
Repeat steps 5 and 6.
Now try to boot up an emulated virtual device again. It should work: at least it does for me.
If it doesn't work on your configuration, try all possible combinations of the OpenGL ES settings: you may find one that works.
Logically, changing the OpenGL ES settings and then changing them back again shouldn't do anything, but it does. My guess is that perhaps some needed bit of initialisation for the OpenGL isn't being done by the installer, but it gets done when you change the configuration.
I also faced this problem in both updates in 2021.1.1 it was not working at all. Updated to patch 2 again faced problems turned off Enabled Device Frame it is working OK now
I'm attempting to play Mabinogi by Nexon on Linux Mint 20 (Ulyana) using Lutris. I've previously used Lutris to play Heroes of the Storm but otherwise don't have much experience with it (or with gaming on Linux, in general). There's no installer on the Lutris website for Mabinogi like there was for Heroes of the Storm, so I was on my own to try and figure everything out.
What I've tried
I started by downloading the Nexon Launcher Installer from their website. I configured Lutris to launch this executable using Wine within a simulated Windows environment. When it first launched I noticed several files were created ("drive_c", "Program Files", "Users", etc -- mimicking a Windows file system). The launcher installer ran without issue and I installed the launcher to "C:\Program Files (x86)\Nexon"
I then re-configured Lutris to try and launch the Nexon Launcher instead of the Nexon Launcher Installer. When I hit "Play" in Lutris, nothing happened. Running ps -ax | grep "Nexon" showed that it was theoretically running, but there was no window or visible UI even after several minutes of waiting. I checked the Lutris logs and noticed a message about a file missing (something like "10000.manifest.hash"). I Google'd this error and found plenty of people in Windows who had trouble running the Nexon Launcher with the same error, and the solution was to just install Mabinogi through Steam.
So next I downloaded the "Wine Steam" runner in Lutris and set this as the runner for Mabinogi, plugging in the app ID (212200). After Steam installed, launched, logged in, and downloaded Mabinogi I tried to launch the game. This time I saw a window pop up saying "Mabinogi is launching" and in the bottom-right the Nexon Game Security icon popped up, but then everything closed and the game never started.
Finally out of desperation I tried setting up a virtual computer using VirtualBox to play the game in its native Windows environment. I installed Windows 7 (the minimum required version according to the Nexon website). I downloaded Mabinogi through Steam on the virtual box. Upon trying to launch Mabinogi, I received the error error: "api-ms-win-crt-runtime-l1-1-0.dll is missing". I'm curious if this error is related to why I couldn't get Mabinogi working in Lutris.
Looking at a game that I had previously played in Lutris (Heroes of the Storm), I noticed a very similar DLL was listed in the "DLL overrides" section: "api-ms-win-crt-private-l1-1-0.dll". So I tried adding the runtime DLL to the overrides in Mabinogi with the same value ("n,b") - but this didn't work.
Looking at the Lutris logs when I try to launch Mabinogi through Wine Steam, there are several errors from \main\game-launch.js:109. I'm not sure if this JS script is part of Lutris of part of the Nexon Launcher, but it could provide some hints. Among the logs the following lines stand out as potentially meaningful:
...
ERROR: ld.so: object '/usr/$LIB/libgamemodeauto.so.0' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.
...
fixme:d3d12_get_vk_physical_device: Could not find Vulkan physical device for DXGI adapter.
fixme:d3d12_device_caps_init_feature_options1: TotalLaneCount = 2560, may be inaccurate.
...
warn: OpenVR: Failed to locate module
...
What I don't know
I'm not familiar with using Wine and I've never written a Lutris installer. Up until now I've only ever run Linux binaries on Linux and Windows binaries on Windows. So there's a lot I don't understand, like: What's Vulkan? What's DXVK? How do "override DLLs" work? Do I need to provide alternative DLLs for anything I want to override? What does the value "n,b" mean in the DLL override?
I'm welcome to any help
After a lot of work and research, I've gotten as far as I can and figured out where the major road block lies. The simple answer is: You cannot run Mabinogi in Lutris
Mabinogi uses an anti-cheat system that runs in kernel mode (ring 0). Wine runs in user mode (ring 3) and therefore cannot run this anti-cheat program.
The only solution is to play Mabinogi within a virtual machine (e.g. VirtualBox), since VMs run on a hypervisor (which from my understanding is kind of like a "negative" ring number, but effectively ring 0)
If you want to try some other Nexon games, I got the Nexon Launcher working in Lutris / Wine fairly easily. The trick was to download the latest Nexon Launcher since the older one (linked on the Mabinogi website) isn't sending a valid request to download the manifest file so it gets a 403. The latest launcher can be downloaded here: https://games.nexon.net/nexonlauncher
I'm trying to capture the desktop screen using Windows Magnification APIs based on code sample given in https://www.codeproject.com/Articles/607288/Screenshot-using-the-Magnification-library?msg=5570528#xx5570528xx.
The program (32bit executable) works pretty good on Windows8 and Windows10 but fails on Windows7 OS. I compiled the program into 64bit and the behavior is same even for the sample program mentioned in the above codeproject thread.
After debugging I figured out that the MagImageScalingCallback function returns image width and height as 4*4 instead of my monitor's size and that causes the program to crash or capture a blank screen on Windows7 machines (reference: https://learn.microsoft.com/en-us/windows/desktop/api/magnification/ns-magnification-tagmagimageheader).
All the API calls (MagInitialize, CreateWindow, MagSetWindowFilterList & MagSetWindowSource) are successful. There are no API call failures or mistakes in the code flow in terms of Initializing creating, setting desktop area & assigning filter list.
DWM (Aero theme) is turned off (as per reference: https://learn.microsoft.com/en-us/windows/desktop/api/magnification/nf-magnification-magsetimagescalingcallback)
I couldn't find any resources related to this topic even after researching for about 3 days. I have to use Magnification APIs because I have the need to capture windows that stays behind other windows on the desktop.
Any help would be appreciated.
Update 1:
I figured out that the application is able to capture the screen only when Aero theme is enabled and that contradicts with the statement in https://learn.microsoft.com/en-us/windows/desktop/api/magnification/nf-magnification-magsetimagescalingcallback.
I'm not sure how could I make it work on Operating systems with Aero theme disabled or not available by default.
I am running one .NET binary using mono on my Linux platform PC and it is working fine on process startup.
But when i moved my running GUI window to another window and get back to that windows at that time , My GUI Application goes into the hang state because i can not press any button on My GUI window.
I have also used all the optimization option step by step while running .NET binary using mono but still causes the GUI hang issue.
I have debug my .NET binary with some debugging options and found that whenever GUI window application goes into stuck condition at that GDIplus library code is running. so, it seems that there is something is going wrong into the GDIplus library.
does any one have idea what is happening here or any one have faced this issue before?
Please let me know if anyone need any more information and give valuable feedback as sson as possible.
I've just finished the LFS book and my Linux system is working right now. I want to use OpenGL to display graphics on the screen, while the only installed package right now are those described on http://www.linuxfromscratch.org/lfs/view/stable/chapter03/packages.html.
I don't want to install something like Gnome, KDE or X.org. Instead, I want to use OpenGL directly from my software. Is this possible, and how can I do this? Or is it just as easy (I don't think so :'p) as writing an OpenGL application which runs full screen?
You don't have to install Gnome or KDE. These are used to managed windows, and you can launch graphical applications without having a window manager.
Therefore, you'll have to install a X server. The X server is responsible of drawing things on your screen. Without X server, you can't launch graphical applications.
Once X has been installed, launch it, export your DISPLAY environment variable, and the rest is like writing an OpenGL application which runs full screen :-)
You can use Pygame as well to create custom launch UI. Also try looking at Wayland compositor as it has replaced XServer in verisons like Fedora and Ubuntu.
kmscube DRM example
https://github.com/robclark/kmscube
This is possibly the most popular demo available, it uses OpenGL and EGL.
Unfortunately, the Ubuntu 18.04 package with NVIDIA proprietary drivers it does not work for me after going into Ctrl + Alt + F3:
drmModeGetResources failed: Invalid argument
failed to initialize legacy DRM
bug report: https://github.com/robclark/kmscube/issues/12
But I did get it working on emulator.
It takes over the entire display, and shows a colorful spinning cube.