I just got a Raspberry Pi and I want to develop a java application for it using eclipse. I found the performance of the pi very poor so I don't want to install eclipse on it and use it for developing the app, I would like to use my mac. I thought about different solutions: Use my mac and push the code to github and then pull it on the Raspberry and compile it. Also use the same raspbian image with parallel desktop and after finishing the work deploy the solution on the pi (But actually I want to try the app on the raspberry frequently when I am developing it). Do you have an idea how I should proceed?
You could use the Remote System Explorer Plugin (installable via eclipse market place).
This Plugin basically adds a remote file system to the eclipse view.
You can create projects on the remote device und use them from eclipse.
Build setup is probably a bit more advanced (have not tried this yet), but should be possible as well.
You can find a step-by-step guide for creating a project in this answer
Try this eclipse plugin - http://tsvetan-stoyanov.github.io/launchpi/. It allows you to run/debug java applications remotely.
Related
i installed unity 2019.3.10f without unity hub. Now i want to download modules such as android , sdk ,ndk and jdk (recommended ones) but hub does not give option to add module.
Unity version is latest same as hub but radio button is disabled
You can re-enable the option 'Add Modules':
Windows
1- go to C:\Users\{USER_NAME}\AppData\Roaming\UnityHub
MacOS
1- go to ~/Library/Application/Support/UnityHub
2- open editors.json file.
3- change "manual":true to "manual":false
4- kill the UnityHub and restart it. Note: Do not forget is stays in the tray on Windows.
So, i searched and found out that if you don't download unity from unity hub you cannot add modules from unity hub.
I didn't expected that but that's how it works.
So, i had to uninstall the old one and then install via unity hub.
The three dot option show modules only if its downloaded via unity hub.
In short if you want unity hub's help you would have to play by unity hub's rules. That might be inconvenient to some extent.
The manual re-enable only seems to work if you have just one version of the editor installed. If you have more than one, it attempts to install the modules for the version you actually downloaded with the hub. This can break things. At this point, unfortunately, it seems you must uninstall the version that is not allowing modules to be added, and reinstall it directly through the hub.
Here is simple trick, and it worked for me.
I'm new with unity and hololens and I started to explore it.
I have a macbook (I don't know if it is a problem).
I downloaded Unity with all the components (Vuforia, IL2CPP etc.).
When I change project settings for the hololens development I have some problems.
In particular when I check the box "Virtual Reality Supported" I don't find in the list below the Hololens option.
Also if I click on "+" button. I see: Vuforia, Oculus, OpenVr but not Hololens!
Furthermore also in the field: "scripting backend" i found only "none" and "IL2CPP".
Now, as I already say, i have downloaded all the components during the installation process.
Which is the problem?
Because Hololens runs on UWP, you need Windows. This is because the windows development libraries do not run on mac (or any Unix).
Your only option is to use something like boot camp to install windows 10 on your Mac (fast and works very well), or run a VM (a lot slower, but can be convenient if you develop on the mac and only build in the VM).
Everything should work fine with the exception of the hololens emulator, which does not work on every MacBook hardware.
You have to download the correct tools for Hololens development, here is the link:
https://learn.microsoft.com/en-us/windows/mixed-reality/install-the-tools
I'm new to Unity 3D Game Development and I've learned the very first game Roll a Ball by watching tutorials but in the end stuck in a problem that I am not able to Build my Project from the Build Settings PC Standalone Module, Error occurs:
No PC/MAC standalone Module loaded.
I don't understand where would be the problem, I have also attached the screenshot of my question.
As Droppy mentioned, it looks as though you are missing the Windows Build Support module.
However, you don't have to reinstall Unity, you can just run the Download Assistant and just select the Windows Build Module from there. That will install the module, without reinstalling Unity.
Close and reopen Unity, and it should work fine.
As described in the documentation, you can decide what modules to install when you install Unity. It looks like you didn't install the Windows Build Support module.
To rectify, I would recommend re-installing Unity (it's probably been patched since, anyway).
I recently start using Intel XDK. I found that for each platform creation my code will go to Intel cloud center to perform the build. Its a feature mentioned at Product Brief IntelĀ® XDK.
Can I build that locally? I mean can I build locally in my system itself using Intel XDK? If so, then how?
are you afraid of intel knowing your code? in cordova\html5 app your code is available to anyone just get the apk from the store open with winrar and your code is there
if you want offline build there is no problem just read the cordova\phonegap docs step by step.
As you, I needed to build locally my application, principally to debug once Intel XDK, at least in the version 1621, does not provide support to load third-party-plugins(eg: PhoneGap Push Plugin) on Intel App Preview debug mode. Another problem was generate an iPhone build for beta tests.
My solution was, as the others suggested, to create an similar cordova project and copy the main files from my Intel XDK Project, www folder to be more specific. Config files will be found in platforms folder once you build using cordova/phonegap.
It allowed me to build for android on my machine. Debug was easy using "Chrome Inspect" because cordova generates an debug-unaligned.apk.
Allowed me to have access to the iOS build files, this is a good thing to do if you want to build using Xcode instead.
I Hope it help you.
I use eclipse IDE for developing my GWT and android apps. I would like to transition to a chromebook for my main development computer, but I can't figure out how I would get eclipse "installed". There is no chrome app version of eclipse, at least not that I can find. I do see that there are other IDEs in the chrome store, but I don't think they would have all the nifty helper plugins that eclipse has for google developers. Anybody know if a chrome version of eclipse is coming? Do others share my desire to develop on a chrome book?
Eclipse is not coming for Chrome OS. You need a JVM to run it and one of the compatible desktops for the UI widgets. So you would have to escape from Chrome OS desktop into base Linux and somehow launch a regular Linux desktop (like GTK) to have any hope of running Eclipse. Also, a typical chromebook is far too underpowered to run a full IDE.
Here are some options to consider:
Project Orion - A web based IDE from many of the same people who develop Eclipse. One of the goals is to enable Eclipse-like capabilities for platforms like iOS, Android, Chrome OS, etc. It has quite a few base IDE capabilities already, but not a lot of plugins just yet. Probably not going to see something as sophisticated as ADT for a while if ever. Google would have to implement Android emulators in JavaScript. Not an easy task.
Run Eclipse on another machine and use a remote desktop from your chromebook.
Run Eclipse Che on another machine or cloud server and use Chrome
The most straightforward and transparent way I was able to do so was to do a combination of things (some of which was mentioned in previous answers):
install crouton (alongside an ubuntu chroot) - this is not dual booting but running Ubuntu side by side with Chrome OS just alternating between both windowing systems.
install crouton chrome extension & xiwi - this enables running the X11 windows in the ubuntu chroot as native Chrome OS windows that can be easily alternated into.
install a JDK inside the ubuntu chroot.
download, mount and execute eclipse-installer.
once the eclipse distribution of choice is installed, for ease I symlinked the main eclipse executable to /usr/local/bin/eclipse and am able to run it from Chrome OS via crouton/xiwi: sudo startxiwi eclipse
Here's a screenshot of what it looks like when done:
Eclipse requires a JVM (maybe even a full-blown JDK), so there's no way to make it into a Chrome app. You could enable developer mode and try to install a Linux JDK since Chrome seems to be running Linux under the hood.
Do others share my desire to develop on a chrome book?
The solution is to load a normal linux distribution and run IDE from there. I'm using a netbook with intel n260, 1G ram, 1.6G Hz. NetBeans runs quite well. A chromebook runs more than twice faster, I'm sure it will be good enough.
As to how to load a linux, there is the Ubuntu on Cr-48 page that explains how to do it in depth. And also this very user friendly blog on arstechnica, or this blog on liliputting. They both point you eventually to the ChrUbuntu, that is a hand-re-packaged ubuntu with some scripts to ease your work.
You can install ubuntu via crouton (for more info: https://www.youtube.com/watch?v=d_MuVwJq_XQ&list=FLFel7rdB1nWQSjsJCaepEOg&index=1) and then you can install eclipse I'm not sure if you can install the ADT from the android sdk website but you can install the plugins from the eclipse website, third party developers, or if you really want to download it from the android sdk website you can probably get it to work with a little efort.
:) Enjoy
Yes! I share your desire to program on a Chromebook! While I am still a high-schooler, I am an amateur Java and Python programmer. My school provides with a class set of about 30 Chromebooks per classroom, and I didn't know how to run my code on them. I had Eclipse on my Windows desktop at home.
When I looked around online, I found something called codenvy.io. It is basically an Eclipse Che IDE that runs online. It uses Docker images to start up a workspace, runs all in the cloud, and a free account has 3 GB of RAM.
It suited my needs, and I loved it! You should check it out.