too many JAR files after importing play 2.5 application eclipse - eclipse

I followed the documentation at https://www.playframework.com/documentation/2.4.x/IDE for importing a Play Application into Eclipse. After that, the project in the project explorer lists a lot of JAR-files, see screenshot screenshot.
In a video I saw, this was not the case. What am I doing wrong and how to correct it? How did others get the compact list of just the necessary folders

I don't really see a problem here. Play Framework is a framework - you get nice abstractions but as with every framework there is a price to pay - lot's of libraries: Play itself, Akka, Twirl, Jackson, Apache Commons, Log4j, etc. - these are all the base of Play and you shouldn't be worried.
Here is a screenshot of a freshly imported Play 2.5 project in IntelliJ (based on the simple play-java Activator template):

I have same issue and I hide it in Eclipse. Do you see the key word Referenced Libraries in documentation picture.
They hide those *.jar files.
There is my answer. Please see the two picture. Click White inverted triangle in right top.
In Java, check show Refrenced Libraries Node
In Java EE, check Customize View → Libaries from external

Related

Eclipse e4 migrating 3.x plugin to 4.x?

I have been working with Eclipse RCP for over a week now, and I've now been given an Eclipse plugin written in 3.x, which I need to migrate to 4.x. I'm using a book called Eclipse 4 RCP by Lars Vogel which has a small section on this, but I can't for the life of me figure out what I'm to do.
I'm trying to do this throught the use of the compatiblity layer. It mentions to add a couple of features for this (org.eclipse.rcp, org.eclipse.emf.ecore, org.eclipse.emf.common) and your ready to go, but I don't exactly know what I'm to do here. Like do I add these to the existing product file of the 3.x plugin I've been given, or do I create a separate e4 project and point to that. Many of the tutorials I read are a bit vague with the details and its a shame there's no proper step by step guide for beginners with this. Any help would be great.
Probably, you should be creating a separate e4 plug-in project for this. And where you have to configure your extensions/extension points in e4 ways.
Basically, like creating a new project.
If you want to migrate your Eclipse 3.x RCP application to the Eclipse 4 programming model, you can't directly reuse existing plugin.xml based user interface components, e.g. Views or Editors based on the definition in plugin.xml .
Components based on the plugin.xml file must be adjusted to avoid inheritance of Eclipse classes and to use the programming model based on #Inject . They also must be contributed to the application model.
Components which are not directly based on the plugin.xml file must be adjusted if they use Eclipse 3.x singletons, as for example Platform or PlatformUI , to access Eclipse API
you may want to take a look at this page: https://www.eclipse.org/community/eclipse_newsletter/2013/february/article3.php

Naming audio plug-ins using JUCE framework

I've been working on developing some audio plugins recently using the JUCE framework. I'm having an issue regarding naming the plugin. I've created separate projects for entirely different plugins. However when I load the plugin by starting Logic Pro X, I seem to only get the most recent plugin that I built, however, the plugin is always title as the very first plugin that I made. That is to say, It seems that when I make a new plugin, it takes on the name of my previous plugin and replaces it.
I've tried renaming the Plugin Code, but the AU validation tool recognizes the plugin as having the Plugin Code of the previous plugin.
Has anyone come across this problem or have any suggesting as to what might be causing it?
Additionally, I was using the WDL framework before using JUCE and had the same problem. This of course makes me think that the problem is not specific to JUCE or WDL.
Any input is appreciated, Thanks!
Open the Introjucer with one of your projects and select the "Config" tab in the left panel. Then select your project at the top of the tree view.
In the right panel, you should see 2 fields called "Plugin Manufacturer Code" and "Plugin Code".
Your other project should have the same Plugin Manufacturer code, but a different Plugin Code to uniquely identify each plugin.

Play Framework How to Compile Views for Distribution

I have common views that I want to share across multiple Play Framework 2.2.1 applications. I'm thinking packaging them up into a single library and publishing them to our Maven repo is the way to go, but something isn't working correctly during the compile phase.
My project has a single file My/Namespace/myView.scala.html. After compiling my package jar has a file named exactly as my view. My/Namespace/MyView.scala.html I was expecting to see some class files.
The play framework seems to do something very similar https://github.com/playframework/playframework/blob/master/framework/src/play/src/main/scala/views/helper/twitterBootstrap/twitterBootstrapFieldConstructor.scala.html and looking at their Maven package this seems to compile into a twitterBootstrapFieldConstructor class (along with all the meta classes scala generates):
I'm guessing i'm missing something in my SBT configuration that makes it compile scala.html files...but i'm just not seeing it.
Anyone have some insight into what i should be doing?
It appears the best option at this time is to make use of the Twirl library https://github.com/spray/twirl which is the template engine wrapped up into a similar but distinct API.
sbt .13 support is in a testing phase see https://github.com/spray/twirl/issues/15#issuecomment-32272389 as it appears there's going to be some reconciliation of this project & play's templating libraries (one using the other)

how to debug GWT 2.4 in sigel with eclipse?

Exists some way to do hot redeploy when developing with gwt 2.4 in eclipse so i can make some change in the view like the text of a label and then press refresh or something like that and the modification appear? that problem is because the project i'm running takes at least 50 minutes to compile and wait 50 minutes just for one text of a label for example is hard...
Well ok, you're question is somewhat vague, but here's some points that hopefuly will help:
Yep, GWT compilation is slow. If you have a big GWT project, it might take good minutes for it to compile. This is sort of a known issue. What you can do to solve this is split your project into multiple GWT libraries and just compile the library you're currently working with.
Regarding hot deploy: your gwt project has two types of code: client code and server side code. The client side code (which is translated to Javascript by the GWT compiler) is hot-deployable. If you follow the instructions here:
https://developers.google.com/web-toolkit/gettingstarted
you'll have a "magic button" that lets you hot deploy your project into any of the more popular browsers. This means that you can modify your client-side code, refresh your browser and it's updated.
For the server-side code that doesn't work. AFAIK, you need to re-compile your project for those modification to be taken into account.
Have you tried GWT Designer?
Read more : https://developers.google.com/web-toolkit/tools/gwtdesigner/

Find out why Xcode has decided to link to a particular library

I'm using the Unity 3D engine to build an iPhone app, and when I go to generate my Xcode project for compilation, it includes a few fairly large libraries: Mono.Security.dll.s, System.dll.s, System.Core.dll.s, etc.
I don't know if this question is really an Xcode question or a Unity question, but I'm trying to figure out why each of those libraries is being linked - which functions / classes are being referenced - ideally so that I can rewrite my code to remove as many of the dependencies as possible. Does anybody know a way to find this information out?
Are you using any external assemblies? If so you should get the source code for them and check what they are including. Sometimes it's possible to disable stuff in external assemblies to remove unneeded dependencies.
Go into the "project settings->player" menu in Unity and make sure that stripping level is set as high as possible. Stripping will attempt to swap System.Core with mscorlib, which doesn't include stuff like Linq.
A way to find out why a particular assembly is being included is to open up the references section of your MonoDevelop solution, and double-click on an assembly. This will open the assembly browser and you'll be able to get an idea of the namespaces that depend on a particular assembly.
This DLL stuff is added to project by Unity3D, Xcode has nothing to do with this. What version of Unity3D do you use? Try to tweak Optimization options in project settings (Inspector), especially 'Stripping'.