Everything is working fine in scene builder and i run it from my main method in intellij .
But when i resize a fontawesomeIcon in the scene builder , this give me an error and doesnt run.
I tried looking for a specific module but i didnt find solution by myself.
Is there anyone having this kind of issues?
Related
Complete novice here. I'm just getting started with programming (going for my bachelor's). I'm having some weird issue with Scene Builder displaying weird/odd characters in place of what should be component names. I'm running macOS (Big Sur) with IntelliJ and Scene Builder integrated. Screenshot of weird characters
IntelliJ Version: 2021.2.1
Scene Builder Version: 16.0.0
Is there a bug or do I have something configured incorrectly? Any help is super appreciated!
It's a bug, see https://youtrack.jetbrains.com/issue/IDEA-266524
As a workaround, please try to download the standalone Scene Builder version and use it: https://gluonhq.com/products/scene-builder/
Why doesn't JFoenix have the JFXTabPane in the imported .jar in scenebuilder?
This means when I try to open my .fxml file with scenebuilder in intellij it gives me the .fxml file is not a FXML document error.
Even after importing the entire JFoenix library in scenebuilder I won't be able to use it because it can't open it without the JFXTabPane.
I downloaded the most recent versions of SceneBuilder (17) and jfoenix (9.0.10) and dragged the jfoenix jar to the library pane in SceneBuilder to import it. The import completed, JFXTabPane was displayed in the library. When I tried to drag a JFXTabPane from the library catalog into a scene, scene builder started behaving oddly (it broke and did not render the scene being built correctly). So it JFXTabPane still doesn't work with SceneBuilder. I advise you file an report with jfoenix to ask them to fix the issue (they have an issue tracker on their github site).
The asker did note in comments that, under the setup they are using:
jfoenix 9 is displaying the JFXTabPane
That might be due to using a different version of SceneBuilder than the version 17 I used.
If you continue to have issues, just use a plain TabPane in your FXML document rather than a JFXTabPane. I looked at the source and, functionally they are the same, JFXTabPane inherits from TabPane. In your code, create a new JFXTabPane and replace the TabPane injected by scene builder with your new pane (setting the children and properties the same as the fxml), and you should be fine to design in SceneBuilder but still use a JFXTabPane in your actual app. It is a bit of a hack, but not too bad.
There may be similar issues with using other jfoenix controls in SceneBuilder (I don't know, I haven't tried them), but basic jfoenix controls like JFXButton appeared to work in SceneBuilder fine, so perhaps it is on the JFXTabPane which experiences these issues.
For further information on troubleshooting SceneBuilder custom component import, see the following document (though it may not assist in all cases):
How to create an FXML file for an already created new component in java than add it to scene builder?
The answer to which features a SceneBuilder import troubleshooting section.
My project runs, and I see my mod populating within Minecraft, but for some reason my code doesn't do anything. I followed a basic tutorial that should be adding an item with a texture. I also set some basic method as such within Main to test whether this is working or not:
public void onPlayerTick(TickEvent.PlayerTickEvent tick)
{
System.out.println("testing 123");
}
Upon loading of the world, this doesn't output anything.
Any help?
I think it's working now. I made the dev environment again, this time with a different tutorial from the beginning. The main difference was this tutorial used intellij like me, unlike the other tutorial which used eclipse. Seems to be working because something in the init method printed out something in the format that is expected in the console (meaning it is compiling and using the code properly). So it appears to be working... It seems. I used these tutorials, they were very in depth, would recommend regardless. This is the playlist: https://www.youtube.com/playlist?list=PLxZiPYkNuhkQKH-QlM0C_3-LvjbQA8ZAu
So, say I have this code,
And then, normally, if I want to import that class, i just hover on the red-coded code (in this case MenuType), and press Alt+Enter. But, annoyingly, instead of importing the class, it turns into this:
And it's error.
To make it work, I need to manually insert the supposed-to-be-imported package into the import section, and it works normally. It's workable, but kinda annoying.
This however, work normally with non-project code (classes in dependencies, etc)
Anyone knows what caused this and how to fix it? Maybe it's because of Kotlin?
P.S. I think I didn't find this kind of bug in Android Studio prior to 3.0
In my project that is using Objective-C and Swift I have noticed that suddenly all tests in the Test navigator turned purple with “rT” icon:
I did some digging and I found out that they are runtime discovered tests. These tests are not discovered before you run them. Because of that I have to run all set of test when I add a new test. Code completion in the test target stopped working too. I also can't trigger a test with the little triangle icon offered inside the test class. I tried different suggestions - deleting derived data, deleting xcuserdata, cleaning the project, but still no luck. I am using the latest Xcode 7.3. Any others suggestions would be appreciated?