I've been trying for some time to use the ExternalInterface.call method in flash, to no avail (see here: actionscript + javascript here: Using ExternalInterface in Flash and here: Flash trace output in firefox, linux) and now I'm trying to trace ExternalInterface.available. So far my best option seems to be FlashTracer for firefox, except that I have to have flash player 9 installed. I've removed my old flash player and downloaded the appropriate files (http://download.macromedia.com/pub/flashplayer/updaters/9/flash_player_9_linux_dev.tar.gz). According to the readme included these are the steps for installation:
Installing the debugger plugin tar.gz using Install script:
o the debugger plugin is located at:
./plugin/debugger/install_flash_player_9_linux.tar.gz
o Unpack the tar.gz file
o In terminal, navigate to the unpacked directory and enter:
+ $ ./flashplayer-installer
+ Click Enter key and follow prompts
except there's no file called flashplayer in the debugger directory. Anyone else ran into this? How can I install flash player 9 debugger on my Ubuntu system?
If you're using something like Ubuntu, the Flash plugin is probably a system wide thing. Under Ubuntu 8.10 for example, I have it at:
/usr/lib/flashplugin-installer
additionally you'll find at:
/etc/alternatives/
links to it, so you can change which .so is used depending on the user.
The easiest thing you could probably do if the ./flashplayer-installer file doesn't exist (though it does in mine) is to copy the debug flashplayer library to this directory. e.g:
root#me:/usr/lib/flashplugin-installer# mv libflashplayer.so libflashplayer.non-debug.so
root#me:/usr/lib/flashplugin-installer# cp ~jamie/Adobe_Flex_Builder_Linux/Player/linux/install_flash_player_9_linux/libflashplayer.so libflashplayer.debug.so
root#me:/usr/lib/flashplugin-installer# ln -s libflashplayer.debug.so libflashplayer.so
I haven't seen the issues you have, and perhaps your requirements restrict you to an older version, but I've had great success with flashplayer 10's debugger. You might try this one and see if it works.
Edit: Ahh, I just noticed one very pertinent statement you made: you require flashplayer 9. Sorry =(
Edit 2: I just had the same thing happen to me on Linux. When I extracted the tar.gz from Adobe, the installation script wasn't present. This said, I was able to get the debugger version of 9 installed anyway.
When you extracted, did you see a libflashplayer.so file? I didn't have an installation script, but I did get this file. If so, all you need to do is this:
Close all instances of Firefox
Backup your current libflashplayer.so module: ~/.mozilla/plugins/libflashplayer.so.org (this way, if something goes wrong, you can always put it back)
Copy the version you extracted from the Flash player download to the same plugins directory: cp /path/to/vers/9/libflashplayer.so ~/.mozilla/plugins/
Restart Firefox, open a Flash app, and right-click to check for the version
These steps worked perfectly for me, and I was able to run Flex Builder's debugger in Linux. Hope it works for you!
One way you can do it is downloading the flex 3 SDK for linux. When you download it you'll get a couple of tar's. You can find this in ~/flex_sdk_3/runtimes/10 if you want to install the flashplayer 10 and ~/flex_sdk_3/runtimes/lnx/ if you want the flashplayer 9. Uncompress those files (flashplayer.tar.gz and libflashplayer.so.tar.gz with tar -xvf). Now cp libflashplayer.so the file to /usr/lib/mozilla/plugins/ and if you want create symbolic links (ln -s flashplayer /usr/local/bin to have the player on your path
A tip for anyone who searches for this like I did... find out where libflashplayer.so currently is on your system:
sudo locate libflashplayer.so
Mine was in /usr/lib/flashplugin-installer/
Once I replaced that file with the debug version of the file, Firefox reported that I had the debug version of the player.
I also had the same issue with flash player debugger. I followed the instructions given by bedwyr. It worked for me. To make it work, you create a directory named 'plugins' into ~/.mozilla if plugins directory is not found.
mkdir ~/.mozilla/plugins
Then I copied libflashplayer.so to plugins directory. Now flash player debugger worked for my Flex Builder's application.
Related
I have started learning groovy and I just came across the SDKMAN utility.
To give it a try I folllowed the installation guidelines at the official site of sdkman and tried to run the below command to install sdkman on Windows 10 :
set SDKMAN_DIR="E:/sdkman" && curl -s "https://get.sdkman.io" | bash
But I donot see any sdkman folder present in my E drive.
When I try to re-run the command it says :
Looking for a previous installation of SDKMAN...
SDKMAN found.
======================================================================================================
You already have SDKMAN installed.
SDKMAN was found at:
"E:/sdkman"
I am just confused as to why am I not able to see it with my eyes. I have even tried enabling view hidden items.
Tried to execute which sdk. but it clearly says which: no sdk in (..
...
has anyone else experienced similar issue. Any help is highly appreciated.
which bash implementation are you using under windows? cygwin? gitbash?
I believe at least in gitbash that the path syntax is /e/sdkman/, i.e. you would do:
export SDKMAN_DIR="/e/sdkman" && curl -s "https://get.sdkman.io" | bash
but it's been a long time since I was on windows and I suspect this is bash-implementation specific (i.e. it might differ between cygwin and gitbash for example).
If this assumption is correct, the syntax you were using might have created a directory called E:/sdkman under your user's home directory or whatever directory you happened to be in when you ran this. Just guessing here, but worth a look.
Operating System: Windows 8.1
Cygwin Version: Latest version, as of Sept. 9, 2014.
Guile Version: 1.8
Background:
My overall goal is to install a program called "MIT Photonics Band (MPB)" on Windows 8.1 using Cygwin. I am a new user, as I started using Cygwin a few days ago. I was able to install all required packages successfully after some troubleshooting. Eventually, I installed the MPB program using the generic ./configure, make, make install commands with slight modifications. All of this appeared to be successful.
The Problem:
When I try to run the executable program, I get the following error:
ERROR: In procedure primitive-load-path:
ERROR: Unable to find file "ice-9/boot-9.scm" in load path
Attempt At Solution:
The following is a page of the MPB installation manual:
MPB Installation Manual - Shared Libraries.
It appears to address my issue. Note that it mentions LIBDIR and foobar. For my operating system, foobar is PATH. The LIBDIR, however, I do not know explicitly because my "make install" output did not indicate it, as the manual suggests it should have. Anyhow, I found the location of ice-9/boot-9.scm through a computer search and its directory happens to be here:
C:\cygwin64\usr\share\guile\1.8\ice-9
Hence, I ran the following command (again, for a Windows 8.1 operating system) in bash:
$ export PATH="/usr/share/guile/1.8/ice-9:$PATH"
However, note that when I run $PATH, I get this message:
-bash: /usr/share/guile/1.8/ice-9:/usr/local/bin:/usr/bin:/cygdrive/c/Program: No such file or directory
I also tried:
$ export GUILE_LOAD_PATH="/usr/share/guile/1.8/ice-9:$GUILE_LOAD_PATH"
That yielded:
-bash: /usr/share/guile/1.8/ice-9:: No such file or directory
Furthermore, I tried to copy and paste the "ice-9" folder in various locations for a quick and sloppy solution, but it was to no avail. I searched online for answers as some users have had an issue with the program not finding the ice-9/boot-9.scm file in the past. I could not get my problem solved.
Please let me know if I need to provide more information. I appreciate the help!
EDIT: In response to the first user's post, I used the command echo $PATH and the following was the output:
/usr/share/guile/1.8:/usr/local/bin:/usr/bin:/cygdrive/c/Program Files (x86)/NVIDIA Corporation/PhysX/Common:/cygdrive/c/Program Files (x86)/AMD APP/bin/x86_64:/cygdrive/c/Program Files (x86)/AMD APP/bin/x86:/cygdrive/c/Windows/system32:/cygdrive/c/Windows:/cygdrive/c/Windows/System32/Wbem:/cygdrive/c/Windows/System32/WindowsPowerShell/v1.0:/cygdrive/c/Program Files (x86)/Windows Live/Shared:/cygdrive/c/Program Files (x86)/ATI Technologies/ATI.ACE/Core-Static:/cygdrive/c/Program Files/MATLAB/R2013a/runtime/win64:/cygdrive/c/Program Files/MATLAB/R2013a/bin:/cygdrive/c/Program Files (x86)/Windows Kits/8.1/Windows Performance Toolkit:/cygdrive/c/Program Files/Microsoft SQL Server/110/Tools/Binn:/cygdrive/c/WINDOWS/system32:/cygdrive/c/WINDOWS:/cygdrive/c/WINDOWS/System32/Wbem:/cygdrive/c/WINDOWS/System32/WindowsPowerShell/v1.0:/cygdrive/c/Program Files/MATLAB/MATLAB Compiler Runtime/v81/runtime/win64:/usr/lib/lapack
Note that the problem still persists.
EDIT 2:
So I opened the "load.scm" file for GUILE and I found this line:
(define load-path '("/usr/share/emacs/20.7/lisp/"
"/usr/share/emacs/20.7/lisp/emacs-lisp/"))
I tried to add /usr/share/guile/1.8/ to these directories, but that didn't do anything either. Can't tell what's wrong.
I'm following a tutorial from this website: Monetizing Game Apps by Todd Perkins
Access to all the files are not required for the questions I'm asking. I have done research on how to solve this on stack overflow and discussed it below
I have followed the tutorial and it has asked me to:
Install Cygwin
Download Cocos2dx-2.0.1(I know this is old, but I don't want to deal with deprecating problems until I'm more confident with the environment)
Run create-android-project.bat(works fine).
Open project I created- and move to proj.android and run build_native.sh in Cygwin.
Then I open up cygwin.bat, navigate to myproject/proj.android and run ./build_native.sh
Problem:
$ ./build_native.sh
Using prebuilt externals
./build_native.sh: line 74: /cygdrive/c/android-ndk-r9c-windows-x86_64/ndk-build: No such file or directory
So I looked into the files and double-checked my changes:
In create-android-project.bat I modified the following variables:
set _CYGBIN=c:\Cygwin64\bin
set _ANDROIDTOOLS=c:\Program Files (x86)\ADT\adt-bundle-windows-x86_64-20130219\sdk\tools
set _NDKROOT=c:\android-ndk-r9c-windows-x86_64
Check line 74 that cygwin complained about in myproject/proj.android/build_native.sh:
echo "Using prebuilt externals"
$NDK_ROOT/ndk-build -C $GAME_ANDROID_ROOT \
NDK_MODULE_PATH=${COCOS2DX_ROOT}:${COCOS2DX_ROOT}/cocos2dx/platform/third_party/android/prebuilt
Double check what NDK_ROOT is pointing to in build_native.sh:
NDK_ROOT=/cygdrive/c/android-ndk-r9c-windows-x86_64
COCOS2DX_ROOT=/cygdrive/c/Users/DarkRaveDev/Documents/cocos2d-x-2.0.1
GAME_ROOT=$COCOS2DX_ROOT/chaara
GAME_ANDROID_ROOT=$GAME_ROOT/proj.android
RESOURCE_ROOT=$GAME_ROOT/Resources
My Research:
I surfed SO for quite some time and tried the following from SO:
EOL Conversion in Notepad++ so LF works for windows for the build_native.sh
An answer somewhere said I need to install the make package when installing cygwin.. I'm not getting this problem, so I'm not sure if this applies.
I have searched many ways to set path - NDK_ROOT
QUESTION:
What exactly am I doing wrong? Is it the variables are badly set or is cygwin not properly installed?
Thank you to everyone who commented! :)
This is what I ended up doing.
Reinstall Cygwin : When you get to the select packages to install page, make sure to find DEVEL and change the install action from default to install. I know its a lot of megs but it's easier than combing through it. If you do want to comb through it and get only what you need, I suggest using this website: Installing a c++ compiler for windows
Make your paths simple : Like user2359247 suggested.
Finally run the create_android.bat, open your android project. Keep the path location of your build_native.sh file in mind and open your cygwin terminal.
Navigate to the path in cygwin, and run the file with sh build_native.sh: At this point everything was quite smooth sailing.
NOTE:
Also I kept using my version of ndk which is r9 instead of r8 in the tutorial, it didn't give me any hiccups.
Thank you SO!
im trying to install xampp on "new" linux mint machine.
However im quite a noob to linux since i havnt used it for that long.
When i try to run the file that ive download from the following page:
Xampp download
i get the following error two errors:
Could not display "/home/marc/Downloads/xampp-linux-x64-1.8.3-0-installer.run".
and if i click yes
Installing mime type handlers isn't supported
To search and install software which can open certain file types you have to install app-install-data.
can anyone tell me what the problem is and how i might fix it?
you need to execute the file (e.g. open a terminal, navigate to your Downloads folder and run bash xampp-linux-x64-1.8.3-0-installer.run (possibly it might need to be run otherwise, but thats my best guess)).
alternatively you might be presented to run/execute the file (instead of displaying it). if so, choose this option.
on the other hand, you might consider installing apache/php/mysql via your package manager.
what you can do is that you can use the chmod +x /your folder location/.run file that you want to install
after that you can run following command
./and your .run file name
example:-
in my case :- User#user~$su root
it will ask for password so give it
User#user~chmod +x /Downloads/xampp-linux-x64-1.8.3-0-installer.run
User#user~./xampp-linux-x64-1.8.3-0-installer.run
I have a MonoTouch app that I built in debug and uploaded to the device. I ran the app in the debugger and the app died without the debugger catching anything. I have a .crash log for it. I ran:
symbolicatecrash myapp.crash myapp.dSYM
It got symbol information for Apple stuff like CFRunLoopRunInMode and UIApplication, but not for anything in my program.
Is there a different way I need to symbolicate MonoTouch crash logs?
We had this same problem and we created a work around...
When we ran symbolicatecrash with the -v parameter (verbose) we saw it was complaining about not having a binary file inside the dSYM package. So we manually copied the binary file from within the app package into the dSYM package and that worked. Something like [MyProject].app/[MyProject] to [MyProject].app.dSYM/[MyProject].
We then created this as a Custom Command to run After Build:
cp ${TargetDir}/${ProjectName}.app/[MyProject] ${TargetDir}/${ProjectName}.app.dSYM/${ProjectName}
Note the [MyProject] portion as the binary created in the app package is a different name than the project name for us for some reason.
Now all builds symbolicate fine from terminal and within Xcode organizer. I hope there's a less band-aid way, but we were in a time crunch and this worked.
I had this problem and posted a patched version of symbolicatecrash to github. Replace /usr/local/bin/symbolicatecrash with this and you should be back in business.
tholsens answer is correct but when using Xcode >=4.3 (which is installed as an application) you need to run xcode-select first:
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
Otherwise you'll get strange errors like 'does not contain slice armv6', etc.