Unable to use playn JSON classes in Eclipse - playn

I'm not able to access the playn.core.json.* classes inside eclipse even though everything else works in general. I have used this http://code.google.com/p/playn/wiki/GettingStarted in setting up my eclipse project.
However the following classes are visible -
JsonImpl
JsonParserException
JsonSink
JsonTypedArray
JsonWriterException
When I go to the referenced libraries in Eclipse, I can see playn.core.json and
can see all classes inside it. I'm just not able to use them inside my
code.
Thanks!

Just saw the samples.
You're supposed to use the interface Json.Object/Json.Array.
Use PlayN.json().createObject() to create a new Json.Object instance, and PlayN.json().createArray() to create a new Json.Array instance.
Make sure you have statically imported playn.core.PlayN.*

Related

How to use own icons in Flet

I can't find how to load my own icons in Flet.
I'm testing Flet with the intention of making a desktop app (pure desktop, not Internet needed), but I'm not able to use my own icons to begin with. I can only use the ones that come inside ft.icons, but I'd rather use my own by loading them from a folder similar to /assets/icons. Can I do that? How?
Thanks.
Currently, I don't see a way of doing this; however, you could use the Image class instead.
I would suggest you create an assets folder under your main project folder.
Let's assume you have the following folder structure on your project:
/assets
/icons/my-icon.png
main.py
When you are running your app, you should provide that folder to the initializer in the following way:
flet.app(target=YourApp(), assets_dir="assets")
Then you can access your images there directly and create an Image instance in the following way:
test_image = flet.Image(src="icons/my-icon.png", width=32, height=32, tooltip="Image Tooltip")
You can nest these Image controls inside of anything you want, so you have a lot of flexibility.
The only downside of doing it this way is if you are using light/dark themes on your app. Compared to the Icon class, you will have to specify the light/dark theme versions yourself and update them manually when you are switching your theme.
Here is the official documentation

Qt application not working with qrc prefixes

I think I'm missing some fundamental way of working with various prefixes in the Qt Creator qrc environment.
If I place a qml component in the default prefix, the application builds and runs fine. But if I add a new prefix and then add a new component with this new prefix, the application output tells me it is not a type when I run the app (it builds without error).
Qt Creator recognizes it when it is assigned a different prefix, and I can work with it in the IDE. It shows up in the qrc editor & it becomes a component that I can select within 'Designer'. It also builds without problem... but when I run my application, the application output tells me it is not a type.
If I then open qrc editor and move that component to the default prefix, the application will then run fine.
It seems like I've not given it the direction to find the component at runtime when it is assigned to an alternative prefix.
I'm at a loss as to where I would direct the application to the other prefixes.
I've tried using the "import" in the component that I wish to use it in without success.
I've tried giving it an alias without success.
What needs to happen for this component to be recognized in my app as a type... even though it's already recognized within Qt-Creator?
If it's a prefix, it seems I should add it as a prefix to something I can type in; where would that be?
I was able to solve my problem with a syntax adjustment.
If a qml file wants to use a qml component from a different qml file that is listed in the qrc under a different prefix, it must import the prefix.
I was trying this without success: import "/myOtherPrefix"
However, it needs it to be like this: import "qrc:/myOtherPrefix"
I was not able to find a reference for this in the Qt documentation (it's probably there somewhere)

Use custom made widget in another project

I have come across this custom widget,
https://github.com/akontsevich/WidgetBox
however I am unable to work out how to use it in my current project.
I have tried including the files in my project, as well as including a .pri file in my project.pro but it won't.
How do you use custom widgets, (this one for example) in a project?
You've got two ways to work with that.
First look at the project file for the widget: WidgetBox pro.
Notice the lines:
TEMPLATE = lib
...
creator_target.output = WidgetBoxPlugin.dll
This means you can build a library from the project and use it inside yours (after including proper headers)
Another way would be to include all the sources from the WidgetBox project into yours and build them along with your source.
Which approach to use depends on your needs. If you don't plan to modify the widget building it once from the authors project should be enough for you.

Flex Builder: Not picking up new files

I have a working AS3 project and it compiles fine to a SWF. I added a new file (via various means: import, drag-drop, new), but it doesn't compile this new file. I'm using Flex Builder 3. I've tried a clean an rebuild. I've tried renaming. It picks up the existing files fine, but not the new one. The project is set to use a HTML wrapper. I see some build files (I think). The new file is in an existing folder and package.
Any idea what could be wrong?
First, the SWF Compiler will optimize your end code. If you never use a class or create an instance of it anywhere in your application; that code will never be compiled in your application. this is a common occurrence if you're using Flex Remoting with some backend; and a VAlue Object is never instantiated directly, instead you're always returning arrays of it. You'll find you get a lot of "Generic Objects" without the backend object-to- AS3 object translation of the Flex Remoting Gateway.
You didn't specify what type of file you are adding. If it is an ActionScript file it won't automatically be compiled in the swf. You'll have to 'include' it in another class somehow. IF it is an ActionScript class or MXML Component, make sure you are using that class somehow in your code. If it is another file type, such as an image or other asset you'll have to embed that file into your code somehow.
We might be able to offer more help if you were to tell us what type of file is not being added to the final SWC. Also tell us how you can tell.

Can't find compiled resource bundles

I am using Adobe Flash Builder 4.
I've run into this issue with my latest project, but I was able to re-create it with an almost empty project.
Here is what I've done.
Created a new Flex Project
Created a locale/en_US folder within this project.
Added a class that extends SparkDownloadProgressBar. All this class does is attempt to create a Label.
When I try to debug this application, I get the following error.
Error: Could not find compiled resource bundle 'components' for locale 'en_US'.
at mx.resources::ResourceManagerImpl/installCompiledResourceBundle()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:340]
at mx.resources::ResourceManagerImpl/installCompiledResourceBundles()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:269]
at mx.resources::ResourceManagerImpl/processInfo()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:387]
at mx.resources::ResourceManagerImpl()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:122]
at mx.resources::ResourceManager$/getInstance()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManager.as:111]
at mx.core::UIComponent()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\core\UIComponent.as:3728]
at spark.components.supportClasses::TextBase()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\supportClasses\TextBase.as:154]
at spark.components::Label()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\Label.as:384]
at Preloader()[C:\SVN\Games\Social\Test\src\Preloader.as:21]
at mx.preloaders::Preloader/initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\preloaders\Preloader.as:253]
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:1925]
at mx.managers::SystemManager/initHandler()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:2419]
The Flex Compiler/Additional Compiler Arguments section does contain "-locale en_US", but I do not want to just remove this as I am planning to have this load different property files based on the localization region at run-time and how I understand it, I will need to add each locale that I am planning to use on the compile argument line.
I am at a loss as to how to attack this problem. If you need anymore information from me to help with this, I will be more than happy to provide it. Thanks ahead of time for the help!
This might be caused by the fact, that Preloader loads the actual framework, so you can't use the Flex's classes until it loads. Use standard TextField for it and it should work fine.

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