I use svgForms, svgMenus and svgSplashScreen, but one annoying error always appears in the pre verification (last) step, which is the following:
Error preverifying class org.w3c.dom.svg.SVGElement
java/lang/NoClassDefFoundError: org/w3c/dom/Element
It seems like it needs a library to be added, but I have hit the wall here. My svg files are all of baseProfile='tiny'.
Thanks in advance :)
You need stubs for JSR226 on the preverifier class-path. The file is usually called jsr226_1.1.jar.
Once you specify what tools exaxtly are you using to build the application I could be able to help more.
In your project properties, select "Platform", then look into the "Optional Packages" area.
From there, you can then select the SVG API to add the missing component.
Related
I'm trying to use Unity's excellent new CrossPlatformValidator
(Such as seen ...
http://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html or
https://docs.google.com/document/d/1dJzeoGPeUIUetvFCulsvRz1TwRNOcJzwTDVf23gk8Rg)
But it can't be found! Naturally I am ...
using UnityEngine;
using UnityEngine.Purchasing;
I also tried different stripping and .Net levels. Nothing.
Anyone have a clue about this?
The type or namespace name `CrossPlatformValidator' could not be found. Are you missing a using directive or an assembly reference?
Stuff like this is usually found at UnityEngine.Experimental but it wasn't there when I looked so I guess it is not a new feature.
1. You can find it by going to Windows -> Services. Sign in on the Window displayed, usually on the right.
2. Create a Project ID on that Window.
3. Click on In-APP Purchasing. It is checked to OFF, click on it then click Enable.
Note: You must Sign in to be able to Enable it and you must Enable it before you can use it from Script.
Finally, the completely undocumented namespace is:
using UnityEngine.Purchasing.Security;
note that one can see this in the generated "tangle" files, for example, if one forgets it. :/
Mono Dev can often help you find things.
Right click on unresolved class -> Resolve
Screenshot of resolve function in Mono Dev.:
For example, I have an ajax request and it returns <script src='buggy.js'></script>.
Problem is, it doesn't show up in sources or resources panel. That means I can't do all the cool stuffs like adding breakpoint and inspecting the elements as they run.
I could only see the source of the js file under the Network panel.
Is there anyway to make chrome add them to the sources panel?
Or how do you guys go about debugging dynamically added scripts?
Using Canary.
I was having the same problem, and I found a workaround that is better than the deliberate exception. It does still require changing the code as opposed to just setting a breakpoint inside the chrome dev tools.
I tried using the "//# sourceURL=dynamicScript.js" that was suggested as a workaround by the OP, but it still wasn't showing up for me unless it already existed in my tabs from a previous time when it produced an exception.
Coding a "debugger;" line forced it to break at that location. Then once it was in my tabs in the Sources panel, I could set breakpoints like normal and remove the "debugger;" line.
Please refer to https://developer.chrome.com/devtools/docs/javascript-debugging#breakpoints-dynamic-javascript
(Original link is broken-- archived link below)
http://web.archive.org/web/20141016164821/https://developer.chrome.com/devtools/docs/javascript-debugging#breakpoints-dynamic-javascript ("Breakpoints in Dynamic JavaScript").
Im having a problem compiling my project, below is the screenshot of the error where am I having a problem, I tried adding the needed frameworks and used CLEAN function, but still not working.
Thanks for the help. Any help would be much appreciated.
It looks like that ScratchableView is not included in the link list.
Press project-target in file list (your APP project name in the file list)
Targets set to: Photoslot (your APP name)
The Tab: Build Phases
Open: Copy Bundle Resources
Your file should be included here. If not press + to add.
When the file is listed in red, it is missing/wrong. Remove it (-) and add again
You're encountering a referece error. Check your class OneSlotViewController.h/m for the include of ScratchableView.h which seems to be missing from your project. Another problem could be that ScratchableView class is not added to your target.
I am trying to build a simple gwt project that fetches tweets and displays them.The server passes back the tweets of type twitter4j.Tweet to the client.
Both modules import twitter4j.Tweet.
But when I run I get the following error:
--- ERROR: Line 37: No source code is available for type twitter4j.Tweet; did you forget to inherit a required module?.
I seem to have problems in inheriting twitter4j. All the posts I have seen about inheriting a jar file are not clear about how to do so. I understand I must write an inheritance instruction into gwt.xml file, something like
---
but if I try
---
it does not work. Can anyone please explain?
In a post I found on the Web one person suggested not to inherit it but:
-- Don't put twitter4j to your gwt.xml. Just add it your project class path. and make all functionalities like status updating and all in your serviceImpl. Try
This confuses me even more. I have added the jar file to my project libraries. But it does not work
I suspect I am missing something quite elementary here, but I am totally stuck. Is there something like a GWT path?
Many thanks for any help
Keep in mind that everything in your client package is compiled to JavaScript and executed in the user's browser. Thus, you'll only be able to use twitter4j's classes on the server-side of your application; you'll have to create some sort of light-weight GWT-serializable "proxy object" to pass data back and forth between your client and server tiers.
Since you can't use twitter4j on the client side of your app, you will not need anything in your .gwt.xml file referencing it. Instead, you'll add twitter4j to your classpath and do all your updating on the server side (as mentioned toward the bottom of your question). You do mention that it "does not work," but there's not enough information in your question to try to figure out why.
I am trying to add ASIHTTPRequest library to my iphone project
i followed these lines
Integrating ASIHTTPRequest
ASIHTTPRequest is a powerful open source library written by Ben Copsey from All-Seeing Interactive (and he’s a fellow cocos2d developer too!) It makes it easy to post data and files, and has tons of other great features too like cache support, easy access to HTTP headers, cookie support, and much more.
So let’s add ASIHTTPRequest to our project. Take the following steps:
1. Download the latest version of ASIHTTPRequest.
2. Back in FBFun, right click FBFun under “Groups & Files”, click “Add\New Group”, and name the group “ASIHTTPRequest”.
3. Drag all of the files from the “pokeb-asi-http-request-xxx\Classes” to your new group. Make sure “Copy items into destination group’s folder (if needed)” is checked, and click “Add”.
4. Repeat the above for the 2 files in “pokeb-asi-http-request-xxx\External\Reachability”.
5. Right click the Frameworks folder, and click “Add\Exisitng Frameworks…”. Choose CFNetwork from the list, and click Add.
6. Repeat the above for SystemConfiguration.framework, MobileCoreServices.framework, CoreGraphics.framework and libz.1.2.3.dylib (at the bottom of the list).
7. Compile your project. If it works, you’re integrated!
We’ll explain about how ASIHTTPRequest works when we start to use it. But first, let’s integrate the JSON Framework while we’re at it.
but it not worked for me .while building it showing errors
/Classes/Tests/GHUnitTestMain.m:32:26: error: GHUnit/GHUnit.h: No such file or directory
can anybody help me in this issue
Regards
Thanks
*Edit :
I fixed my problem by following these steps
http://allseeing-i.com/ASIHTTPRequest/Setup-instructions ,
If any one want to integrate ASIHTTPRequest just follow those steps :)*
You will need to add the XML library (it's missing in the instructions), and also make reference to it in the project header search paths with the following:
$(SDKROOT)/usr/include/libxml2