LibGDX XLib Extension: "GLX" Error - java

Well I'm trying to setup libgdx. I used the setup-ui and installed everything on eclipse, but I get this error when I try to run my desktop project : http://pastie.org/8399448
I'm running ubuntu, and I think this might have something to do with why my android emulator won't work in eclipse, but I don't really need it because i'm not planning to make it into an android app. Thanks for taking time to read this/help me. I really appreciate it.

I think you're missing some basic OpenGL setup on your system. Its not Libgdx-specific. For example does glxgears run?
See OpenGL GLX extension not supported.
The answer is probably going to be very to Ubuntu and the video card your machine is using. You might have more luck at askubuntu.com.

Related

Flutter Snap and Android Development on Linux

I am currently using ubuntu 21.10 and have flutter, java, Android Studio,Visual Studio Code installed. I can build android fine. I can run desktop versions of it. When it comes to building a snap, that is a different story. I once tried to build a desktop app by following the instructions here.
After following the instructions I ran the "snapcraft" and my computer pretty much exploded. It kept installing java and flutter and went into some infinite loop until i ran out of space on my computer (and I also have to pay for data too).
I'm wondering what went wrong? I used the multipass method. I'm not sure what that is or the alternative for LXD.
I have installed android studio, java, and flutter by using the download package methods and not snap. Was that the problem? When I first tried flutter, it did not work with snap, so I prefer not to. I wish there was a simple way to do this, like making a windows exe in flutter, etc.
I can make electron-builder snaps quite easy as well and have uploaded to the store. It was very simple. I'm wondering why things are so complex with flutter?
Any solutions? I would like to rebuild my dev machine in the next few days. I'm thinking of using the snap installs of java, flutter, android studio, instead.

java.lang.IllegalStateException: Couldn't create Engine

I'm trying to implement the arcore_flutter_plugin and my code is very similar to the example given.
However, whenever I start the app, I get this output. The line I think matters the most is: java.lang.IllegalStateException: Couldn't create Engine
flutter doctor says there are no issues.
Please help, I really need this to work. I've looked everywhere and couldn't find a solution. Thank you!
Here's some more info:
Operating System: Manjaro i3 18.04
CPU: Intel Core i3 (this might be the issue)
Flutter Version: v1.5.4
Android SDK Version: 28.0.3
Android Studio(which I don't use): v3.4
Filament is a rendering engine used by SceneForm which is used by ARCore. The error is likely due to not having OpenGL ES 3.0 supported by the device (or basically any error related to not being able setup 3D rendering). I guess you're running it in emulator. If this is the case make sure to read here the Section Configure the emulator to support Sceneform.
You may also need to install the ARCore service APK for x86. (See section Update Google Play Services for AR in the linked doc).
If you are running the app on real HW, make sure you have one of supported hand-sets.

How to make an Android app without using Android Studio?

I downloaded the Android studio and installed it. When I launched it, it's all "graphical". My screen reader is reading nothing on it.
I'd prefer if I could use my Notepad app, but the "stand alone" tutorials are too tiresome, and not many tutorials on the web have instructions making apps using Notepad. I wanted to know if there is an alternate IDE, or another way to code Android apps?
The Java IDE Eclipse is also not very compatible with my screen reader. I use JAWS screen reader by Freedom Scientific. I used to code Java desktop software using my Notepad, so I'm familiar with programming using Notepad.
Also, if I somehow figure out how to make Android apps using Notepad, how am I going to test them? Do I need a phone? I'm sorry for all these beginner questions, but I'm a beginner :)
You can follow this link:
http://developer.android.com/tools/building/building-cmdline.html
If you only want to build, not run, you don't need a phone. If you want test without a phone you can use an emulator by running"AVD Manager.exe" in Android SDK folder.
The good thing since the transition to android studio is that now the building of an android project is done using Gradle and can be piloted entirely by command line. So technically, you don't need an IDE at all.
Basically, every project has at least a build.gradle file that contains the instructions to build it. You only have to launch Gradle with the appropriate command to compile your app.
Yelliver mentionned the tools to build the app from the command line, there are also tools to create the project structure and the basic build files: http://developer.android.com/tools/projects/projects-cmdline.html (this documentation appears not to be entirely up-to-date, though, as it mentions the old project.properties format)
Having a phone to run your app is certainly going to be nicer and faster to develop. The emulator is far from perfect, quite slow, and sometimes not responsive. It is also easier to install other apps on your phone than on the emulator, in case your app interacts with other apps.
I wrote two small scripts for Android development without using Android Studio. They are building apk and installing it on the connected device and opening the logcat with the output of the installed application. This two scripts not even near to complete when to think all the features of the Android Studio but they are allowing to at least run the project on your phone.

Porting Java code to Android

I have Java code for face recognition which works fine. There is a problem however if I port the code into an Android application.
I have included the necessary jama and jmf which is required by the Java code into the Android app. The Android code compiles fine, but when I run the app it's force closed!
What might I be doing wrong here? What are the things that I need to keep in mind when I do the porting?
By the way there is no GUI for the Java code.
Porting your java code to Android will usually not work, you need to foloow the guidelines for creating an Android application.
You should start at the Android documentation for help.
http://developer.android.com/guide/topics/fundamentals.html
I'd recommend you take a look at the Android OpenCV project. In their CVCamera sample, they have a nice setup for doing real-time image processing for feature detection etc. I've previously modified it to support face detection using the OpenCV library.
If you want to use your own code instead, I suggest you strip out all the JNI/NDK interop code and substitute your own. At any rate, it's a nice starting point.

J2me implementation for linux or other

I'm searching for information on how to create a j2me implementation. My target is a generic linux host... does it exist already? I mean a way to run j2me applications on linux without an emulator? Do you know where to find info?
Have a look at the phoneME project. It's not officially supported but it does run under Linux.
why do you want to do this?
the only reason I ask is j2me applications are designed for mobile devices. This means that you wont be able to run j2me applications on a standard computer without an emulator of somekind?!?
when making j2me apps in linux, the netbeans emulator has had everything I've ever needed
This looks like it might be made to do what you want:
http://www.microemu.org/
It's open source, so you can take it, tweak it, and make it run where you want.

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