I try to development an embedded application with Eclipse + J2me SDK3 + CDC.
When I am trying to create a Frame or JFrame, there is an error says "Could not read environment variable SUBLIME-PROC-ID".
Who know what's the problem?
Thanks in advance
I am not going to do some phone development.
I just want to do some embedded application which with AWT or Swing or SWT GUI. It is ok when it runs in Eclipse environment.
But When it runs without the eclipse, the problem is "Could not read environment variable SUBLIME-PROC-ID". (I run it under the CDC environment)
You will want to get a J2ME plugin for Eclipse, but I have found that doing J2ME development is easier using Netbeans.
I haven't use a frame in J2ME, but you may want to just use a Canvas.
Here is a relatively simple example of doing some frame animation on J2ME.
http://www.roseindia.net/j2me/frame-animation.shtml
If you are using the Personal Profile then you can develop much as you would with JavaSE, but I don't know if you are going with that.
UPDATE:
Toward the end of this post a comment was made that SUBLIME-PROC-ID was defined in a bash configuration file, and when that was removed the error went away.
You may have it defined somewhere in one of your configuration files, so you may want to look for that. I have never heard of this environment variable, so you may want to change your tags to have something about run-configuration or something in it, to help others out.
http://forums.java.net/jive/thread.jspa?messageID=353367
Related
I am trying to implement remote desktop server using libvnc, I have downloaded the libvnc and build the library and able to run sample code. And in the example code I can see the function rfbGetScreen http://libvnc.github.io/doc/html/libvncserver_doc.html which display plain background not the desktop. Does that mean I have to find some other library to get desktop and share using vnc, or vnc has some inbuilt function to do this.
it does seem so. You need to put into rfbScreenInfoPtr::framebuffer screenshots. I've never saw any inbuilt functions yet. May be I've poorly searched.
Try SDL2. May be it will help.
After getting out of a mode of procastinating, I've finally gotten to the item on the projects todo-list that says "Run on virtual device to see why it crashes".
My project is a libgdx application that I plan on porting to various platforms, the two most important ones being desktop and android.
During development I've exclusively used the desktop launcher, as it's a lot easier to fire up when just checking minor things.
I did build an .apk at one point just to see if it'd run out of the box, but it didn't. Now that I've tried via the virtual device, this is what the log says:
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: rifleman.png
The same goes for any other assets that my game uses. The files are all placed in projectname/android/assets, as I remember learning way back that this was the way to go.
The virtual device I tried with is the stock Nexus 5, but I tried running the .apk by uploading it to my actual phone with a crash right after start, and I assume the problem is the same and is therefore unrelated to the test-platform.
I am currently not using an assetmanager, as implementing this is scheduled for after getting the basic core mechanics up and running. In the mean time I'm loading them as such: new Pixmap(new FileHandle("rifleman.png"));
Using android-studio 2.2 on Linux Mint 17 Cinnamon.
Please comment if more info is needed.
Use Gdx.files.internal() instead of FileHandle().
From filehandle(string) method info
Creates a new absolute FileHandle for the file name. Use this for
tools on the desktop that don't need any of the backends.
Do not use this constructor in case you write something cross-platform.
This is probably a stupid question but I am no the best with technology so I figured I might as well ask. I am working on creating a website for myself and I would like to put Monogame work on there. Is there a way I could I guess compress it all into one file for a person to download and then play it? or possibly make it playable via my website and how have them download anything?
This is my first post on her so sorry if this is not worded properly (it being 2:30 a.m. is not helping either). Thank you very much!
You cannot implement MonoGame as a game on your website. The closest you're gonna get is having it working over Local Network. And this has only been tested with XNA.
However yes, if you compile a complete version of your game and Zip it, that should work. As far as I've experienced, if you simply make sure to include MonoGame.Framework.Dll, it should work without any further requirements (apart of course from the standard ones, such as DirectX and .Net Framework in general).
You might want to test this on a clean computer (Virtual machine would also work I think). If this doesn't work, make an installer instead, using the Visual Studio Publish feature. I've never had that fail before
I have created a C++ application using Pjsip Stack and my next step to create a plug-in,for which i am using firebreath. Being a newbee, I dont have any idea of including my C++ project in Firebreath application. Although I searched many links for over a week and tried stuff on my own, I couldnt come up with solution to my problem.
If I can get any guidance for the same I'll be grateful.
The first step is to learn how to write a firebreath plugin, which you can do by going to http://firebreath.org and following the tutorials. You need to keep a few things in mind, though:
Plugins have a different lifecycle than applications.
They start when the browser says and have to go away when the browser says and they can't block the main thread.
They run in a process that they don't own.
Global variables are shared between all instances of the plugin
There could be any number of said instances
Things like the current working directory should probably be left alone.
Turning an application into a plugin is more a process of porting than it is of embedding, and how hard it is depends on how well the application is written; remember that your plugin could be instantiated and destroyed many times before the process is unloaded, so if you have memory leaks it can be a major problem.
The main thing, though, as I said earlier, is just to learn how to write a firebreath plugin. You can best start that by looking at the examples in the repo (particularly fbtestplugin) and following the tutorial to create a new project, then just play until you figure it out. There is an IRC chat room and a google group where you can get help.
I'm looking for some tool, which provide me possibility to dynamically (online) translate portlets in liferay. I mean, I wrote portlet in English, but people from other country may want to use it with their own language, and they can want to make translation. I know that there is Pootle tool, but I'm looking something what I can launch on Java (JBoss). There is a Jython, but I'm newbie on that, and I don't know how run pootle on jython. If someone have idea about way to solve my problem, please help.
Or maybe more simple Is there possibility to deploy pootle as war file in application server ?
regards
To your simplified question: Pootle is a Python application - AFAIK those get rarely packaged as WAR files. It might be possible, but I've never tried it...
That said, the sweet spot of Pootle is to prepare software translations and bring them back into the software development process - e.g. build. Do you want to "live update" your language files or are you ok with exporting them to your build system, then redeploying the updated plugins? If you want to do live-updates, pootle might not be the right system for you.
If you want to use the translations in the development process (e.g. in buildscripts), your real question might be "How do I install pootle?" - but for this you'd have to give some more steps that you tried, what worked and what did not work.
I never installed pootle myself, but I won't expect it to run seamlessly on a Java application server. If you've never done so as well, rather go the easy way and follow the standard installation procedure.