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gdx-setup's Issues

unable to increase android target version in 1.9.5-beta1

As per title, im using gdx-setup 1.9.5-beta1.
In Advanced tab:

  • unable to increase Target Android API to more than 23 (current is 25)
  • and also this values didn't get remembered (i set values first then exit the app, then reenter the app, the values return back to original values) not sure if its intended though.
    • Java Version - changed to 1.7 then return to 1.6
    • Android plugin - changed to 2.2.3 then return to 1.5.0
    • roboVM version - changed to 2.3.0 then return to 2.1.0

changing build tools version and gwt version gets remembered anyway

kotlin templates

kotlin template for applicationlistener/adapter, seems to create a java class instead. what it should do is create a kotlin one for starters.

"Official" templates

  • Empty template, no sources generated.
  • ApplicationListener.
  • ApplicationAdapter.
  • Game, basic Screen usage.
  • InputProcessor: combined ApplicationListener and InputAdapter.
  • Scene2D, basic GUI.
  • Classic: the old project template from original gdx-setup (displaying BadLogic logo).

Autumn-related templates

  • Kiwi: simple usage example. (Convert the good old project template to Kiwi, show disposing utilities.)
  • Kiwi: input handling.
  • LML: simple usage. (How can I parse a LML template to get the actors?)
  • LML: LmlApplicationListener. (How can I use LML to manage my views?)
  • Autumn MVC: simple usage. (How do I create a Autumn MVC view?)
  • Autumn MVC: solid template. (Loading view, simple menu, settings dialog, i18n, etc.)
  • Autumn MVC: platformer template. (Solid template updated with services for controls and Box2D.)

Android SDK analysis

Original gdx-setup analyses Android SDK at the given path - this application just trusts you to do the right thing and enter path to the correct directory. It would be nice to inspect and move the Android SDK analysis code from the original application, and attach it as a custom validator to the Android SDK text field.

Add MOE backend support

  • Include MOE platform.
  • Add MOE-specific libraries.
  • Include iOS MOE launchers in project templates.
  • Include MOE version in advanced settings.
  • Check if MOE is installed. Add warning (and disable form?) if backend is chosen, but MOE is not installed locally.

JogAmp platform

JogAmp is basically an alternative to LWJGL. There is an unofficial backend, which is kept pretty much up to date (the latest release supports LibGDX 1.9.3, which happens to be the latest version as I'm writing this). The maintainer claims that JOGL supports Raspberry Pi and Android, not sure about integration with existing libraries though. Even if most supported platforms are already covered, this could be an alternative for people who don't want to use existing LWJGL-based backends (for whatever reason).

General GUI changes

  • Undecorated mode. System title bar should not be shown.
    • Support application dragging.
    • Support window resizing (?).
      • Min window size.
  • Iconify (minimize) button.
  • Application icon

KTX templates

  • Simple Kotlin application with some basic KTX features.
  • Advanced KTX usage. Scene2D?

See KTX.

Can't create project with ios-MOE

I followed the instruction in official MOE website (install eclipse plugin then create a project) to install MOE on my mac. But still can not check the "ios MOE" platform. It keep prompt "Intel's Multi OS Engine is not installed"

Generated GWT projects fail in browser due to outdated JS

The official libGDX setup tool recently updated a specific file, soundmanager2-jsmin.js, to the most recent version as part of the libGDX 1.9.5 and GWT 2.8.0 update. The problem is, if an application uses libGDX 1.9.5 or 1.9.6 but has a soundmanager2-jsmin.js file from an earlier version, then there's a mismatch when the app is loaded in the browser and the entire application fails to start. This file isn't part of the jar distribution or anything, and needs to be added as part of the project generation to the webapp folder of the gwt module. I've gotten around this by copying in that file manually, which works OK... but the user should at least be told they need to copy in that file to (using this tool's layout conventions) gwt/webapp/soundmanager2-jsmin.js . The main tricky part to fixing this in gdx-setup is using a different soundmanager2-jsmin.js for libGDX 1.9.4 or earlier versus 1.9.5 or later.

In order to compile on GWT 2.8.0, I've also needed to remove the line

enableClosureCompiler = true

from gwt/build.gradle, since that option isn't present in GWT 2.8.0, and to add the line

<set-configuration-property name="xsiframe.failIfScriptTag" value="FALSE"/>

to the file GdxDefinition.gwt.xml (which is in the user-specified package folder in the gwt module).
These are definitely needed for the gwt:dist task, but I don't know if they're needed for superDev. I may have missed some steps, but I have a working project in https://github.com/tommyettinger/SquidLib-Demos/tree/master/TheTsar3 that I can check for changes I made.

SquidLib extension

SquidLib is a toolbox for turn-based games based on LibGDX. While it seems to come with a separate project generator tool, including this extension in gdx-setup - possibly with a showcase template - would certainly be nice.

Since we'd rather not use snapshot versions (or their equivalents), the library should probably be included after the next release to Maven Central. See yellowstonegames/SquidLib#126

USL extension

  • Added to third-party extensions.
  • Simple project template. Is it necessary though?
  • Gradle task, simple .usl file included in raw folder.
    • Translate the default skin file to USL, so it could be used along with the pack task.

USL is an alternative to plain LibGDX skin JSON files. It could be easily added as a Gradle build time dependency and invoked via Gradle task, similarly to texture packer. Providing a separate USL template might be unnecessary - it's not really a runtime extension, I think such template would simply consist of JSON generation at headless and desktop projects.

As a third party extension, USL should be added to root Gradle build time dependencies (project.rootGradle.buildDependencies) with quotes included. Including it as compile time dependency in desktop and headless projects - similarly to gdx-tools - might also prove useful.

Android Gradle files have error that prevents building

I can work around this if need be, but the fix is trivial so I'd like to see it in the main application. In the generated build.gradle for an android module, the command adb is called as part of a list of arguments, as seen in the code here https://github.com/czyzby/gdx-setup/blob/master/src/main/kotlin/com/github/czyzby/setup/data/platforms/android.kt#L189 . But, Gradle won't interpolate Strings in single quotes, and the adb section there results in '$adb' where it should instead be "$adb" . Without interpolating to get an actual command from the variable adb, it tries to run the command at the command line called $adb (including the non-removed dollar sign), which doesn't exist. That actually had caused my android modules to fail for months, if not a year, and interfere with other modules, so I always removed Android when I encountered this. Now, I don't have to, and I hope this quick fix can be used.

For absolute ease of implementation, change

commandLine '${'$'}adb', 'shell', 'am', 'start', '-n', '${project.basic.rootPackage}/${project.basic.rootPackage}.android.AndroidLauncher' 

to

commandLine "${'$'}adb", 'shell', 'am', 'start', '-n', '${project.basic.rootPackage}/${project.basic.rootPackage}.android.AndroidLauncher' 

or however you need to change a single quote to a double quote in the middle of a literal string. You probably also want to do this on lines 182 and 185, above the line I linked to and also containing ${'$'} in a single-quoted un-interpolated string; I think that that's why my ANDROID_HOME settings weren't respected and I needed a local.properties file.

Android incorrect assets folder location.

Hey. I'm using a clean install (see exact settings below) and I can't access the assets folder when running the application on my android device. Accessing the assets works just fine on desktop. I use Gdx.files.internal() to try to access the assets folder. I've tried debugging the problem and these are some conclusions I've come to:

  • The directory exists (Gdx.files.internal("").exists() is true).
  • The directory has 3 other directories in it, /images, /sounds, /webkit (checked with Gdx.files.internal("").list()).
    • These directories are empty.
  • My build.gradle in my android directory says assets.srcDirs = ['../assets'].
    • The folder ../assets does exist but is not the folder that Gdx.files.internal() points to.
    • It doesn't matter if that directory has files or not (tried putting libgdx128, libgdx64. etc. in ../assets folder just in case).
  • Refreshing gradle project doesn't help.

These are my settings in gdx-setup:

  • Platforms Android and Desktop.
  • Extentions Freetype
  • Template ApplicationAdapter
  • GDXVersion 1.9.6
  • Advanced:
    • Java 1.6
    • Desktop 1.8
    • Android Plugin 2.3.0
    • Target API 25
    • Build tools 25.0.2
  • Add gradle wrapper

Any help appreciated!

README generation

A simple README.md file could be optionally generated if the user asks the application to do so. It could contain descriptions of basic Gradle tasks.

Gradle wrapper

  • Optional advanced property: include Gradle wrapper.
  • Optional advanced property: name of Gradle tasks to run after generation.

Gradle wrapper was excluded from the initial gdx-setup on purpose - it makes the jar a lot bigger, forces a specific Gradle version and thanks to not running the Gradle tasks, the generation takes a fraction of second instead of up to a few minutes.

However, Gradle wrapper might be useful to beginners and people that - for any reason - do not want to install Gradle globally. It should be possible to _optionally_ include Gradle wrapper and run any Gradle tasks right after the initial generation.

Noise4J extension

  • Include in third-party extensions.
  • Provide a simple example project.

Noise4J is a lightweight map generation utility library.

Android projects don't seem to handle natives correctly?

I can generate a project just fine with gdx-setup (I downloaded the latest nightly linked from the main page), and can even run certain tasks for the project (like desktop:run) from the command line, but I can't import the project into IntelliJ IDEA and I can't run basic tasks like gradlew tasks. There's an error in IDEA about missing the armeabi native jar that should be part of gdx-platform, and it offers to show the log, but IDEA apparently can't load that... since it freezes if I try to view the log. I initially got an error running gradlew tasks that showed a stacktrace that led to me updating to the Android 23.0.3 tools. Since then, no stacktrace but no improvement in the error either. I'm having a hard time tracking down the actual source of this bug, and it's very possible it's a local configuration issue, but it hasn't happened at all with the normal libGDX setup-ui. Here's the relevant info, with a few hundred lines of internal gradle stacktrace removed:

$ gradlew tasks --stacktrace
Configuration on demand is an incubating feature.

FAILURE: Build failed with an exception.

* Where:
Build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\android\build.gradle' line: 46

* What went wrong:
A problem occurred evaluating project ':android'.
> Could not resolve all dependencies for configuration ':android:natives'.
   > Could not find gdx-platform-natives-armeabi.jar (com.badlogicgames.gdx:gdx-platform:1.9.2).
     Searched in the following locations:
         file:/C:/Users/noto/.m2/repository/com/badlogicgames/gdx/gdx-platform/1.9.2/gdx-platform-1.9.2-natives-armeabi.jar

* Try:
Run with --info or --debug option to get more log output.

* Exception is:
org.gradle.api.GradleScriptException: A problem occurred evaluating project ':android'.
        at org.gradle.groovy.scripts.internal.DefaultScriptRunnerFactory$ScriptRunnerImpl.run(DefaultScriptRunnerFactory.java:93)
        at org.gradle.configuration.DefaultScriptPluginFactory$ScriptPluginImpl$2.run(DefaultScriptPluginFactory.java:157)
        at org.gradle.configuration.ProjectScriptTarget.addConfiguration(ProjectScriptTarget.java:72)
...
        at org.gradle.internal.concurrent.StoppableExecutorImpl$1.run(StoppableExecutorImpl.java:40)
Caused by: org.gradle.api.artifacts.ResolveException: Could not resolve all dependencies for configuration ':android:natives'.
        at org.gradle.api.internal.artifacts.ivyservice.ErrorHandlingConfigurationResolver.wrapException(ErrorHandlingConfigurationResolver.java:70)
...
        at org.gradle.groovy.scripts.internal.DefaultScriptRunnerFactory$ScriptRunnerImpl.run(DefaultScriptRunnerFactory.java:91)
        ... 71 more
Caused by: org.gradle.internal.resolve.ArtifactNotFoundException: Could not find gdx-platform-natives-armeabi.jar (com.badlogicgames.gdx:gdx-platform:1.9.2).
Searched in the following locations:
    file:/C:/Users/noto/.m2/repository/com/badlogicgames/gdx/gdx-platform/1.9.2/gdx-platform-1.9.2-natives-armeabi.jar
        at org.gradle.internal.resolve.result.DefaultBuildableArtifactResolveResult.notFound(DefaultBuildableArtifactResolveResult.java:38)
        at org.gradle.api.internal.artifacts.repositories.resolver.ExternalResourceResolver.resolveArtifact(ExternalResourceResolver.java:247)
...
        at org.gradle.api.internal.artifacts.ivyservice.ErrorHandlingConfigurationResolver$ErrorHandlingResolvedConfiguration.getFiles(ErrorHandlingConfigurationResolver.java:197)
        ... 90 more


BUILD FAILED

Total time: 1.515 secs

And here's the results of it with --info on instead of --stacktrace:

$ gradlew tasks --info
Connected to daemon DaemonInfo{pid=6008, address=[34a8d807-0143-4399-aa3d-6e066f967371 port:49258, addresses:[/127.0.0.1, /0:0:0:0:0:0:0:1]], idle=true, context=DefaultDaemonContext[uid=b0dbe4a4-a285-4009-8f81-f9d16bb1548a,javaHome=C:\Program Files\Zulu\zulu-8,daemonRegistryDir=C:\Users\noto\.gradle\daemon,pid=6008,idleTimeout=10800000,daemonOpts=-Xms128m,-Xmx512m,-Dfile.encoding=windows-1252,-Duser.country=US,-Duser.language=en,-Duser.variant]}. Dispatching request Build{id=227e6adf-23df-462f-a87d-e4f8ee2ea4f8.1, currentDir=C:\Users\noto\Documents\GitHub\GdxSetupTestSquid}.
Received result org.gradle.launcher.daemon.protocol.BuildStarted@4e928fbf from daemon DaemonInfo{pid=6008, address=[34a8d807-0143-4399-aa3d-6e066f967371 port:49258, addresses:[/127.0.0.1, /0:0:0:0:0:0:0:1]], idle=true, context=DefaultDaemonContext[uid=b0dbe4a4-a285-4009-8f81-f9d16bb1548a,javaHome=C:\Program Files\Zulu\zulu-8,daemonRegistryDir=C:\Users\noto\.gradle\daemon,pid=6008,idleTimeout=10800000,daemonOpts=-Xms128m,-Xmx512m,-Dfile.encoding=windows-1252,-Duser.country=US,-Duser.language=en,-Duser.variant]} (build should be starting).
The client will now receive all logging from the daemon (pid: 6008). The daemon log file: C:\Users\noto\.gradle\daemon\2.13\daemon-6008.out.log
Starting 6th build in daemon [uptime: 14 mins 40.348 secs, performance: 93%, memory: 56% of 477.6 MB]
Executing build with daemon context: DefaultDaemonContext[uid=b0dbe4a4-a285-4009-8f81-f9d16bb1548a,javaHome=C:\Program Files\Zulu\zulu-8,daemonRegistryDir=C:\Users\noto\.gradle\daemon,pid=6008,idleTimeout=10800000,daemonOpts=-Xms128m,-Xmx512m,-Dfile.encoding=windows-1252,-Duser.country=US,-Duser.language=en,-Duser.variant]
Starting Build
Settings evaluated using settings file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\settings.gradle'.
Projects loaded. Root project using build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\build.gradle'.
Included projects: [root project 'GdxSetupTestSquid', project ':android', project ':core', project ':desktop', project ':gwt']
Configuration on demand is an incubating feature.
Evaluating root project 'GdxSetupTestSquid' using build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\build.gradle'.
Evaluating project ':android' using build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\android\build.gradle'.
Creating configuration compile
Creating configuration apk
Creating configuration provided
Creating configuration wearApp
Creating configuration androidTestCompile
Creating configuration androidTestApk
Creating configuration androidTestProvided
Creating configuration androidTestWearApp
Creating configuration testCompile
Creating configuration testApk
Creating configuration testProvided
Creating configuration testWearApp
Creating configuration debugCompile
Creating configuration debugApk
Creating configuration debugProvided
Creating configuration debugWearApp
Creating configuration testDebugCompile
Creating configuration testDebugApk
Creating configuration testDebugProvided
Creating configuration testDebugWearApp
Creating configuration releaseCompile
Creating configuration releaseApk
Creating configuration releaseProvided
Creating configuration releaseWearApp
Creating configuration testReleaseCompile
Creating configuration testReleaseApk
Creating configuration testReleaseProvided
Creating configuration testReleaseWearApp
Creating configuration instrumentTestCompile
Creating configuration instrumentTestApk
Creating configuration instrumentTestProvided
Creating configuration instrumentTestWearApp
Evaluating project ':core' using build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\core\build.gradle'.

FAILURE: Build failed with an exception.

* Where:
Build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\android\build.gradle' line: 46

* What went wrong:
A problem occurred evaluating project ':android'.
> Could not resolve all dependencies for configuration ':android:natives'.
   > Could not find gdx-platform-natives-armeabi.jar (com.badlogicgames.gdx:gdx-platform:1.9.2).
     Searched in the following locations:
         file:/C:/Users/noto/.m2/repository/com/badlogicgames/gdx/gdx-platform/1.9.2/gdx-platform-1.9.2-natives-armeabi.jar

* Try:
Run with --stacktrace option to get the stack trace. Run with --debug option to get more log output.

BUILD FAILED

Total time: 1.603 secs
Stopped 0 compiler daemon(s).
Received result Failure[value=org.gradle.initialization.ReportedException: org.gradle.internal.exceptions.LocationAwareException: Build file 'C:\Users\noto\Documents\GitHub\GdxSetupTestSquid\android\build.gradle' line: 46
A problem occurred evaluating project ':android'.] from daemon DaemonInfo{pid=6008, address=[34a8d807-0143-4399-aa3d-6e066f967371 port:49258, addresses:[/127.0.0.1, /0:0:0:0:0:0:0:1]], idle=true, context=DefaultDaemonContext[uid=b0dbe4a4-a285-4009-8f81-f9d16bb1548a,javaHome=C:\Program Files\Zulu\zulu-8,daemonRegistryDir=C:\Users\noto\.gradle\daemon,pid=6008,idleTimeout=10800000,daemonOpts=-Xms128m,-Xmx512m,-Dfile.encoding=windows-1252,-Duser.country=US,-Duser.language=en,-Duser.variant]} (build should be done).

The mentioned jar, gdx-platform-1.9.2-natives-armeabi.jar, does not exist in the location it's searching, though one other native jars is there: gdx-platform-1.9.2-natives-desktop.jar. I've produced APKs with LibGDX 1.9.2 on earlier projects, so I don't think the armeabi jar is needed in the searched location to work with Android stuff.

Both this error and the difficulty getting more information about it are very strange, and I think the different handling of the native platform jars in this project compared to setup-ui may be a possible culprit. Are there any recent changes in native/platform-jar behavior, or possibly differences in local configuration between the .m2 folders used by developers and my .m2 folder with lots of Maven libraries already installed?

SquidLib-related templates

  • A simple project. (How to use SquidLib in my game?)
  • A showcase text-based demo. (What can be done with SquidLib?)

Update checker

It would be good idea to add update checker checking for newer version of gdx-setup. This can implemented in very simple way, there would be one text file with latest version URL either in this repository or on GtiHub pages. If newer version is found then dialog would be displayed (or less obstructive notification somewhere in the main window) and upon clicking on it user would be taken to that URL to download new jar - so no auto updater but that also can be considered.

With original gdx-setup I was always downloading new jar when I wanted to create new project. You never new when there was a new version. This setup uses versions but still it would be a lot nicer to have updates shown in the UI instead of need to go here to check for new version.

Add option to automatically clear destination folder

There should be advanced option to clear destination folder when it is not empty. It would be useful for debugging and checking various templates. Confirmation warning should be shown if directory is not empty. This should also modify FromValidator conditions accordingly (remove check for empty directory).

VisTextArea usage refactor

  • Text area should be scrollable - it must support being embedded in a scroll pane. It currently works when the scroll pane has a fixed size set by the table cell, but we'd like to support min size and resizeable windows. (This works only _partially_. Maybe there should be more text area invalidations on different events.)
  • Read-only mode. The user should be able to select and copy text (like stack traces), but should be unable to enter or paste anything. See kotcrab/vis-ui#175
  • Modify read-only style in tinted.json.
    • No cursor image?
    • Different font (small/Hack)?
    • No background?

Add Joise as third-party extension

The new Joise 1.0.3 is now GWT-compatible and it would be nice to include it. The major advantage Joise has (for me at least) over SquidLib (which I'm also using) and Noise4J is that Joise can do seamless a.k.a. wrapping a.k.a. repeating noise.

Make disabled UI elements darker

Disabled UI elements should be darker than enabled widgets. Currently they are brighter so it may confuse users. For example take a look at Android SDK path field or at FileChooser Back and Forward buttons.

Add iOS backend support

  • Include iOS platform.
  • Add iOS-specific libraries.
  • Include iOS launchers in project templates.
  • Include RoboVM version in advanced settings.

Add Github hook for CI server

I've created CI job on my server however to make it fully automatic @czyzby needs to create webhook. (only repository owners can do this)

  1. Go to repository settings, then Webhooks.
  2. Add new webhook to URL http://kotcrab.com:8080/github-webhook/
  3. Set content type to application/x-www-form-urlencoded
  4. Pick Just the push event.

This way new snapshot jar will be automatically build at this location after new commit was pushed to this repository.

JTransc platform

JTransc is an AOT compiler of Java bytecode into Haxe, which in turn allows to run the code on multiple platforms. JTransc LibGDX backend seems to be based on Lime. While it's possible that Android and desktop games would be simply faster using the default backends, JTransc gives LibGDX devs a possibly of using other JVM languages - like Kotlin - while still being able to target HTML5 platform. (GWT supports only Java.) We would need an example project and the exact Gradle setup, though. jtransc/gdx-backend-jtransc#1

Success screen

A success screen should be displayed after the project is properly generated. An additional error dialog might be shown if any exceptions are thrown during generation.

Output stream not shown in Intellij run tab

I created a project using this tool, and everything is smooth!

The only thing that is affecting me is the fact that the project created with the tool will not display calls to Gdx.app.log, or System.out.println in the "run tab", making it quite dificult to debug at times.

I am quite sure this is related to the project, as my previous project (created with the official tool) is able to display the output without problems (using the same intellijidea version and in the same computer).

I have already enabled the "Show console when a message is printed to standard output stream" to see if it made any difference, but didn't work.

I checked the desktop build.gradle to compare it to the ones created by the original setup tool, but there doesn't seem to be anything there which could be causing this trouble.

Any idea on how to overcome this?

VisEditor-related templates

  • VisUI: basic usage. (How to include VisUI in an actual project?)
  • VisUI: widget showcase.
  • VisEditor: basic usage. (How to load a VisEditor scene and use it in an application?)
  • VisEditor: simple game.

Unable to run android project on real devices with Eclipse plugin

I downloaded latest version from this link https://dl.kotcrab.com/libgdx/gdx-setup-latest.jar.
Generated a project with core, desktop, android backends.
Choose Viseditor from third-party tab.
Choose Basic VisEditor from template.
Project generated successfully.
Able to run the desktop project.
But when running android project with real device (adb debugging ON), receive this error from logcat http://pastebin.com/bRzGSmkM
(i guess its because no asset folder in android project)

im using MacOs Yosemite, Eclipse Mars.2

Fallback to English I18N when no local translation is available

Currently application will crash if there is no valid key in pl bundle but it exists in en bundle. In such case it should fallback to English locale. In the future locales might be out of sync - after all we can't know all languages and might not be able to update them ourselves so fallback strategy should be used.

Web socket project templates

  • Basic gdx-websocket usage. (How to connect to an external web socket service?)
  • _Maybe_: simple server-client setup. Would require external dependency for web socket server application, as gdx-websocket provides only the client implementation.

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