Keeping libraries in Eclipse for another PC - eclipse

I am kinda new to Eclipse. I downloaded a library called OpenCV and followed this tutorial on how to set it up http://docs.opencv.org/doc/tutorials/introduction/java_eclipse/java_eclipse.html#java-eclipse
I never worked with external libraries before, only basic programming.
Afterwards, I deleted both the archive and the extracted folder, and Eclipse doesn't detect it anymore(because it detects the folder that I extracted, duh).
My question is if I want to transfer my project to another pc, do I have to install OpenCV on that pc before hand, or how can I transfer OpenCV aswell?

You'll need to have OpenCV on any PC that will be running OpenCV apps. Whether you just copy it over from an existing PC or re-install it, you'll need to reconfigure eclipse so it knows where the OpenCV native libs and Jars are before it can run your app.
My suggestion would be to just follow that guide again for your different PC. If you ever get the point of wanting to deploy your opencv app to many PCs, then would be the time to gain a deeper knowledge of the minimum requirements on a PC to run OpenCV apps.

I am not much into the Java implementation of OpenCV. But I guess, copying the /build/java folder to another PC and selecting this path in Eclipse would setup OpenCV Workspace. The size of this folder will not be too large.

Related

Unable to install any Unity version from Unity Hub

I'm looking into learning to use Unity, so I've downloaded the Unity Hub as it seems to be the way Unity is forcing us to download their versions from now on. The problem with this is that, every time I try to download any version of Unity through the Hub, I get a message once the download bar has completed along the lines of:
"Incomplete or corrupt download".
I've tried downloading plenty of different official versions, with various plugins, even without any add ons to start with, but I always get the same message.
I contacted Unity support, but they're insisting that it's my internet connection and I should download versions from the archives. Surely this can't be the case, as I can download everything else without any issues.
Has anyone else come across this issue and are there any solutions out there?
What I do :
1) First of all ignored Unity Hub and install Unity manually
Download Link: https://unity3d.com/get-unity/download/archive
2) Download "Unity Editor 64 bit" or "Torrent download(Win+Mac)"
3) I download second one which also have other support file like Android, iOS, AppleTV etc.
4) Now Install "UnitySetup64.exe" application and other support files as your need and enjoy your project.
Happy_Unity
Do you have enough disk space to download the version? They can get big, if you install various modules with it.
While installing a new module it mentions the required disk space at the top.

I'm not getting an .exe for my game after building?

I am new to Unity3D and have been building a zombie survival game for my university course. My issue is after building my game I am not given a .exe file.
Some of the things I have already tried:
Reinstalling Unity
Spoke to my tutor who said I had missed out on some components needed when installing Unity - UWP Build Support (.NET) & UWP Build Support (IL2CPP). Reinstalled Unity with these components, still no .exe file.
Posted this question on the Unity Community - still waiting for an answer.
Try to reinstall unity with a different version or to change machine probably there are problems with your set up
Try to build without checking the Create Visual Studio Solution checkbox
File > Build Settings… is the menu item to access the Build Settings window
It’s simply a matter of choosing the build target in the build settings dialog, and hitting the ‘Build’ button. When building standalone players, the resulting files will vary depending on the build target. For the Windows build target, an executable file (.exe) will be built, along with a Data folder which contains all the resources for your application. For the Mac build target, an app bundle will be built which contains the file needed to run the application as well as the resources.
(you may have to complete your options in player settings or probably you missed to select platform)

Can't Build a PC StandAlone Unity3D

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).

Develop raspberry pi app with eclipse

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.

Linear Programming library for iOS

I am looking for an iOS library that enables solving LP, IP, BIP, MIP for an application I am developing. I've found GLPK but have no idea how to compile it for iOS, and after searching the web for some time, I did not find anything interesting...
I'd appreciate if someone can help me how to compile GLPK for iOS or either knows of some open source LP solver for iOS.
I used GMP (GNU Multiple Precision Arithmetic Library) for iOS development, what is basically a C based static library for various mathematical purpose. I had to do calculation on a big matrix, so I needed a library that support arbitrary precision. I installed it with MacPorts. MacPorts is a terminal based package management system on Mac, like yum or apt on Debian. After you installed the appropriate static library as I installed GMPL with "sudo port install gmp", after that you can check out in Xcode the static library under "Link Binary With Library" section. Press the "Add Other.." button, go the the /opt/local/lib folder, this is the default installation folder for MacPorts, and check out your static library. Add some header to your code, and voila, you can do your computations.
In the picture below you can see libgsl as well, that is the GNU Scientific Library, I would recommend it too.