I a bigginer to this FlashBuilder, i have developed an application, but when i want to run the app, an error "Unbale to resolve resource bundle "containers: for locale en_US" is showing, eventhough i did not configure any locales to my appl. My Flex Compiler shows only -locale en_US. Please help ?
You are likely loading a resource bundle called 'containers' but it cannot find the properties file for it. You will have to add a Source Path in project properties --> Flex Build Path under the 'Source Path' tab. I have bundles{locale} as one of my paths. Then create a bundles folder with containers.properties in it. It should then be able to find the file.
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I'm putting a custom plist file (GoogleService-Info.plist) into my Resources directory, but it isn't getting copied into my built project. I can go into XCode and manually add it through "Copy Bundle Resources", but I need to get this running without manual steps.
I can't just use <resource-file src="src/GoogleService-Info.plist" /> in my plugin.xml because I'm building for a couple different widgetIds - I have 2 versions of this file that I switch out, depending on my widgetId. I have the copying and renaming automated with a hook to get the right file into Resources/GoogleService-Info.plist.
How can I get the file I put into Resources included?
The cordova-ios project has code to get the resource files included in the XCode project files, and you could replicate that, but I ended up with a workaround:
Copied my file to a consistent name in a before_prepare hook
Used a resource-file tag for the new name in my plugin.xml
I have created the default play application in IntelliJ in directory P. I have over-written the default index.scala.html with my own html code. The html code refers to some css and js files which are outside the directory P. To include these external files, I added the directory of these files using project configuration settings.
My webpage doesn't load properly as the server returns 404 for the css and js files. What am I doing wrong?
When you added your directory using project structure, you only say:
Hey, IDEA, please consider this folder part of my project, consider
its contents source code and display it when I open my project.
However, when you deploy or run your app, you only deploy the usual folders to the server, which contain the resources which will be available for clients to access.
The external directory is not part of these directories and will not be deployed.
What you can do is to copy the file from the external directory as a part of your build process before deploying the application.
EDIT: Detailed answer here: What is intellij's build process for play applications
I have switched my XCode version from 3.2.6 to 5.1.1, I have been asked to change the project settings and porting to a new format and resolved many compilation errors as well.
Now there is no compilation errors i could able to build my project successfully.
When I tries to sign the project using codesign v2 (mac 10.9.5) i could see the following error
"Abc.app unsealed contents are present in the bundle root"
To Resolve I have gone through the below link and tried to create a bundle structure as mentioned in it, but i'm missing something basically I don't know what it is.
Codesign: What are unsealed contents?
My folder Structure would be similar to below, if anyone has seen discrepancy kindly mention what i need to correct.
/src/Abc/
Abc.xcodeproj
build\
doc\
English.proj
Info.plist
Installer.pmdoc
InstallScripts\
Japanese.lproj\
Libraries\
Abc_Prefix.pch
Abc.pmproj
Package\
Resource\
*.png, *.icns, *.jpg, setting.plist
Source\
Uninstall\
zh_TW.lproj\
In my experience, this error message means I've left some files in the same folder level as the Contents folder.
Everything must be inside the Contents folder.
Try moving whatever files are on the same level as the Contents folder to somewhere inside the Contents folder.
I have been trying everything to make IntelliJ allow the use of Struts2 taglib. However it keeps on complaining about <%# taglib prefix="s" uri="/struts-tags"%>. The error it shows in the IDE is:
Cannot resolve the uri /struts-tags
I have set up a new project from scratch and included the struts2 facet (which added the struts.xml file to src/META-INF and the struts2-core jar to myApp/lib).
Is there anything wrong with my project setup ?
Any help is appreciated as I have been stuck with this for a day now!
Environment: IntelliJ IDEA 12.1.6
The issue seemed to be due to IntelliJ caching and the problem is gone after invalidating cache and restart.
Re-indexing the project did the trick.
File > Invalidate Cache
Seems you are not configured a project feature Struts2 properly. You should add File Sets. Right click on the module in the project structure, use Module Config (F4), use Facets, use Struts2 Facet, use File Sets. Press + button to add configuration files. Make sure struts.xml and struts-default.xml, and struts-plugin.xml are added. The struts.xml should not be in src/META-INF but in src like shown in your picture. But struts2-core-x.x.x.x.jar should be on build path. Make sure you have properly configured a project build path, and it should be a valid file containing TLD files inside the jar in the META-INF folder.
I have created a sample application to perform bump distortion, using the GPUImage framework. I added this framework to my application, but I'm seeing the following error
Lexical or preprocessor issue 'GPUImage.h' file not found.
I have added the -ObjC flag to the Other Linker Flags, but I'm still seeing this error. How can I solve this problem and get my application to compile?
Adding GPUImage framework to XCode project could be tricky. So I haved added detailed step-by-step instructions w/ images on how to do it.
Static Compilation Method (detailed solution so we don't mess up)
This is Static compilation method. In this basically we will compile the framework using ./build.sh file. And simply add it to our XCode project, then configure XCode to properly use it.
Download GPUImage from Github and extract it (or just clone it).
Go to the GPUImagefolder in terminal
Run ./build.sh
Note: This will compile and create ready-to-use binary for all the sdks on your mac.
build.sh creates a folder called build and generates compiled binaries and dumps them to folders like: Release-iPhone, Release-iPhoneOS, Release-iphonesimulator etc folders.
For iPhone use Release-iphone (This also works for simulator).
Copy (not drag-drop) Release-iphone to your XCode project's root directory so that we have a local copy of framework.
Now iPhone drag-and-drop Release-iphone onto your XCode project. Make sure to check "Copy to .." option.
Note:
This Release-iphone folder contains two sub-folders: include and lib
include folder contains all the header .h files
lib folder contains compiled binary version file called libGPUImage.a
We now need to simply configure XCode to use .h and .a files.**
Select your project in the project explorer > Project name under Targets > select Build Phases > Expand Link Binary With Libraries
Add the libGPUImage.a to Link Binary With Libraries section. You may want to Right-click on libGPUImage.a then Open in Finder and finally drag-drop it.
While we are at it, also add the following GPUImage's dependent frameworks/ libraries
CoreMedia, CoreVideo, OpenGLES, AVFoundation, QuartzCore to Link Binary With Libraries section
Now, lets configure .h headers.
Select your project in the project explorer > Project name under Targets > select Build Settings > and type search paths to see search paths section.
Open Headers Search Paths by clicking on the value field.
Drag-and-drop the lib folder to that popup. Note: If it shows absolute path, change it to looks $(SRCROOT)/path/to/lib/. (You should have the framework relative to your xcode project see step 6).
Repeat 11 & 12 for Library Search Paths as well.
Additional tips: You can add .h files to Library Search Paths or Headers Search Paths, you can make them Recursive. I have a main root-folder called Dependencies folder where I keep all the dependencies like MySDK-framework including Release-iPhone. And I just have one search-path at the Dependencies (root folder) and made it recursive.
Did you follow all of the instructions from the Readme on the project page? From the installation instructions:
You'll also need to find the framework headers, so within your
project's build settings set the Header Search Paths to the relative
path from your application to the framework/ subdirectory within the
GPUImage source directory. Make this header search path recursive.
If you're seeing the above error, it means that you did not point the Header Search Paths at the right directory where you've installed GPUImage relative to your project, and / or did not click the checkbox to the left to make those search paths recursive.
I show some screenshots of where you need to go to set this in this answer, which explains something similar for the Core Plot framework. The same principles apply, only you need to find where you installed the GPUImage framework at.
I add relative path to "Header Search Paths", but there is still a error that is "not found".
Then, I add path to "User Header Search Paths", and it works.
May help you.
finally, I realized the KEY WORD is relativeļ¼
I put GPUImage source files in my project root dir:
before I solved the problem, I add Header Search Paths is:
$(PROJECT_DIR)/GPUImage/framework
$(PROJECT_DIR)/GPUImage/framework/iOS
and make them Recursive, but error is still there, So I changed Paths to:
GPUImage/framework and make it Recursive, then it works.
Hope it helps.