I am having an issue getting intellij to detect installed fonts on ubuntu 10.4.
The fonts are in ~.fonts and eclipse is able to detect them correctly and I restarted and stuff, so I'm not sure what's going on here...
Thanks.
Make sure that the fonts you are trying to use are Unicode and Monospace, as IDEA will not list other fonts by default. See also this issue.
If you use a recent openjdk it should mostly be able to access the same fonts as other apps (eclipse has an intrinsic advantage since it uses gtk, a native linux widget toolkit, via swt, and gtk knows where linux fonts are installed).
Native java UIs like intellij depend on how well the jvm is integrated with the system text stacks, which is not well at all for anything < java 1.7, since SUN used proprietaty text components long after their due date, in the name of stability, and because it was going broke and chose to ignore infrastructure problems that required time, money and energy to fix.
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I'm pretty new to Java and I'm just starting to venture into the UI world of it.
I've looked at what framework and tools to use.
My goals are:
Try to avoid implementing too much low level stuff through using an
existing framework.
Use portable libraries (I heard that not all libraries are made equal)
As for everything I do, I start with a lot of documentation and research and right now my choice is landing on javaFX and miglayout.
I develop with Linux Ubuntu (currently 13.04) but my user base will be a mix of windows and Ubuntu and maybe some MAC users.
I wanted to know from people with way more experience, their pain points while developing with javaFX2 and migLayout when it comes to portability to other OS.
I have found this thread:
How portable is JavaFX 2?
But the answer I'm looking for is not: it works in "X" but rather. To make it work in "X" and "Y". "a", "b" and "c" will have to be taken care of. handling "z" is hard because etc...
Thanks.
All you need is properly installed JDK, And with a little help from your preferred IDE you will get almost a complete portable working environment ).
Using Netbeans will hide the complexity behind generating a runnable jar file, for serious project using a dependency manager will be a must , both Gradle and Maven have good JavaFX plugin for build automation (by using Maven, you can clone my Github repository and start working immediately whatever the OS you're running),for more about JavaFX and Java SE integration see this answer from a OpenJDK contributor.
javaFX2 miglayout portability
Miglayout has a JavaFX plugin all you need is to add miglayout-javafx.jar and the miglayout-core.jar to your CLASSPATH, so there is no portability issues with MigLayout.
MigLayout is a real powerful layout manager (especially when it comes to Swing), but I prefer going the idiomatic way of building JavaFX user interfaces (essentially, enterprise and data-driven applications) by using fxml and scenebuilder.
more resources :
GUI Architectures,by Martin Fowler
JavaFX community website
The FX Experience blog
I am starting a project that is heavily graphics related (think, paint app with layers).
Anyway, I have a long history in C#, Java, JavaScript and Ruby. This application will be open source.
But what I'm looking for is a "build once, use everywhere" framework. Most of the platforms I've looked into either seem to be far too outdated, too complicated, or just not a right fit.
I've looked into Swing, WindowBuilder, wxRuby, etc. So many choices and none seem modern enough, have good documentation, etc.
I was a C# desktop developer for years so if I were targeting Windows only, I would go that route easily. But I want my app to run on Macs too. But, I would like the Mac version to look like it was designed for a Mac and the Windows version designed for Windows, etc. I'm looking at the Mono Project currently. But the idea of my Mac users installing Mono doesn't appeal to me.
Anything Ruby based would be cool but not required.
Anyway, what are some recommendations? I use NetBeans, Eclipse and Visual Studio. So I'm not concerned with learning new IDE's if I had to. I even thought about doing it all in JavaScript and using the canvas but since I need to work with large, local binary files, I didn't know if that would be a good option.
Thanks for any suggestions.
Real Studio can create cross-platform desktop apps for OS X, Windows and Linux. It can also create Cocoa apps and you can use it to interface with Cocoa directly when needed.
However, Real Studio creates Win32 apps, not .NET apps so you cannot directly interface with .NET libraries.
I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...
I need to deploy a JavaFX2.2 application on Mac machines. OS X 10.7 or later are fine with Java 7u7. What about OS X 10.6? Do we have any workaround? I think 10.6 can update upto Java 6u35 and somewhere I read 2.1 & 2.2 can run with 6u26 or later (However there are no support though which is ok).
Can someone please help me to accomplish this? Can we just download standalone JFX2.2 runtime from somewhere and put it on OSX10.6? Or any other alternative option? Is there a way we can copy/package 2.2 runtime along with the app itself?
Please help.
Is there a way we can copy/package 2.2 runtime along with the app itself?
Yes, see the documentation on self-contained application packaging which is supported on OS X 10.7+ and includes JavaFX 2.2+ and jre7u6+.
What about OS X 10.6?
Quote from an oracle forum thread by the JavaFX lead regarding Snow Leopard support and JavaFX 2.2:
FWIW, there are in fact some APIs we use from Lion that aren't on Snow Leopard. Also, Apple only supports the current release of the OS - 1 (so now it would be Lion and Mountain Lion), and for deployment we needed special hooks. The thought was that it didn't make sense to support versions of the Mac OS that Apple themselves didn't support any longer.
Some of the early developer builds of JavaFX (2.0/2.1) did run on Snow Leopard, but they were only early development builds and not production ready, plus, I don't think the license on those builds allow you to use them in production code. I don't think these early 2.0/2.1 development builds are distributed by Oracle anymore.
When JavaFX is fully open sourced, you might be able to undertake an effort to backport it to Snow Leopard, but by then it probably wouldn't be worth it.
As a hack, you could try adding the JavaFX runtime bundled in jre7u7+ to an Apple Java6u35 and see if you can run an app - but this would be a totally unsupported configuration likely to break and may also have distribution licensing issues.
Reasons why mac does not work with javafx.. currently
From: https://blogs.oracle.com/henrik/entry/oracle_jdk_and_javafx_sdk
Quote:
Note that support on Mac is for development only; e.g. we don't expect your Mac to be running a business critical server-side application...
Context: JavaFx is still in development on mac since java7, full on support was expected at java 8. Java 8 will be real eased september
From: http://www.oracle.com/technetwork/java/javafx/downloads/supportedconfigurations-1506746.html
Quote:
MacOs is only supported in 10.7.3 or greater (Mac OS X Lion, the second newest operating system)
Context: Stating JavaFx supported configurations. There are many browsers where JavaFx will not work!
From: http://docs.oracle.com/javafx/
Quote:
JavaFX applications run on a desktop. On Windows, they also run in a browser, and over the web.
Context: This with following quote implies only developmental progress on macOS
From: http://ed4becky.net/homepage/javafx-from-the-trenches-part-2-its-not-always-about-the-sex/?rcommentid=26916&rerror=incorrect-captcha-sol&rchash=35499a8f4e0544f950435495d20b0cf1#commentform
Quote:
Turns out there is a bug in the ChoiceBox – JIRA RT-26837 I talk about on the JavaFX2 Forum. It got the attention of Jonathan Giles at Oracle, and he escalated the fix, but it won’t be out until Java8 is released.
Context: There are still a lot of bugs that will keep you from success on mac!
Does anybody knows good IDE that will allow me to develop flash application on Linux?
You may find some useful suggestions over here.
I use Flex Builder for Linux to build applications using Flex. However it can be a bit fiddly to set up currently due to it requiring newer the latest version of the AIR SDK (see the release notes on how to upgrade). Also the MXML editor broken with Eclipse 3.4, so you'll want to stick with 3.3 until they release a patch, or patch 3.4 yourself according to this (untried by me).
In addition to Flex Builder, you can use FDT by PowerFlasher, awesome product.
Website:
http://fdt.powerflasher.com
I don't mean to sound a bit mean, but Noldorin's answer is no good at all and misleading, in fact it is fact-less. Flash development restricted to Windows? REALLY?!?!
I've wrote a command line tool called LFD to make it easier to develop flash applications on Linux.
However LFD mainly is a util tool based on Flex SDK. You may use your favorite code editor like vim or emacs to edit codes. It's not an IDE.
May it help you!