When trying to launch Flex debaugger on my project, it does not launch and I get an error instead. Every other project in different workspaces launches just fine. This is the only one giving me an issue.
Here is the error:
Process terminated without
establishing connection to debugger.
Command:
"C:\Program Files\Adobe\Flex Builder
3\sdks\3.2.0\bin\adl.exe"
D:\fromLapTop\lapDocs\Flex\Workspaces\MothersRings\MothersRingsAir\bin-debug\MothersRingsAir-app.xml
D:\fromLapTop\lapDocs\Flex\Workspaces\MothersRings\MothersRingsAir\bin-debug
Output from command:
PreloadSwf paths must be local
trusted:
D:/fromLapTop/lapDocs/Flex/Workspaces/WebRequestNotifier/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf?host=localhost&port=9999error
while loading initial content
Anyone have any ideas on how I can fix this?
Thanks!
Can you try copying the pre-loadSwf path to C:\ drive too? Just a guess..
Related
I am a absolute beginner with Python. What I have done so far is I have installed Python with IDLE, Pycharm, Pygame-zero and Pyinstaller too. I have a (.py) file game I would like to turn into a (.exe) file. So I can release my game for my friends to play.
I have entered this command into CMD window "pyinstaller --onefile -w gamename.py"* (*My game is not really called "gamename". I have called it that in this code above. For this example only.)
When in the file folder of my game and then Pyinstaller converts my file into the (.exe) file. But everytime I try to run this file. It fails with this error message - "Fatal Error Detected, Failed To Execute Script Error".
I have watched all kinds of YouTube videos trying to solve this problem and have tried these following fixes:
Updated Pyinstaller (4.3).
Updated Python (3.9.5).
Changed the path in Enviroment Variables to point to Python39\Scripts and resetting my computer.
Coverted the (.py) file to (.exe) by including the console window. Then after running the program after when the console window disappears. Opening the CMD window again and typing the file directly "gamename.exe" to run.
Installing auto-py-to-exe program.
Each time deleting the Main, Dis and Spec files and moving the (.exe) file into the main file folder. With the resources for the games. Music, Images and Sounds.
Testing out my Python script to check. If it doesn't have any errors while loading through IDLE and it doesn't. It works straight away, I can play my game through IDLE. There is no errors in the code of my game script.
And after trying all of these solutions it still hasn't solved this issue.I still have the same error message appearing when trying to run my game. Now I have found out what the meaning is to this error message that appears. Which is:
"Fatal Error: failed to execute
This means something has gone wrong as it's giving you a visual warning about it; this is not an error, it's a warning; the real error has been printed to stdout/stderr. If you open the executable using the terminal or something else that will preserve the console output, you will most likely see a Python error telling you what went wrong. Fixing this and repackaging is the solution to this issue".
I have remade the (.exe) file including the console window and it does explan what the error is. When I try to run my game, the error comes up as:
"FileNotFoundError: {Errno 2} No such file or directory: C:*****\Local\Temp_MEI58602\pgzero\data\icon.png {4268} Failed to execute script.
Any suggestions? On how to fix this error please. So I can run and play my game outside of Python on any PC.
A Possible Answer:
I have found a webpage that has the possible answer to my problem. But I don't know what they mean, because I am a beginner with Python. Can anybody read this and break it down for me? Here is what it say's:
"Pyinstaller packaging exe, missing icons and other issues
Reason
When the exe runs, it will decompress a resource folder named "_MEI*" to a temporary directory on the computer, and delete it when the program ends.
uses a path like ‘\icon.png’ in the program. When the exe is running, it will only search for its own directory, of course it cannot be found.
Two, the solution
Make sure the picture is in this temporary resource folder
This can be done by editing the'.spec' configuration file to add pictures.
(Note: .spec is the file generated by Pyinstaller last time, in your python project directory.)
These are the three pictures I used, which is actually adding three tuples to the "binaries" list
Before the comma is the address of the picture in the python project, after the comma is the address of the package into the ‘_MEI*’ temporary folder.
I have built an ‘img’ folder to store pictures in it. Just put a dot in the root directory, such as (’./img/info.png’,’.’)
Finally, run when packagingpyinstaller program entry.spec, You can add the picture resource.
(Note: Other external resources can also be added in this way, such as .ini, .txt, .exe, etc.)
Make sure the program can find this path
Because the name of the temporary directory is different each time, a method is needed to dynamically obtain this path.
The code is presented, and the core statement is ‘os.path.realpath(sys.path[0])’.
Python running effect is as follows:
Package it as an exe, drag it to the cmd window and run it."
Here is the link to the webpage to the article. Because it makes use of screenshots that I can't include on this webpage;
(https://www.programmersought.com/article/94965073850/)
Please read this acticle and break it down for me. It does seem to be explaining the solution to my problem. But what does it all mean? What pictures is he talking about? Please explain.
I am not sure why but PyInstaller doesn't seem to bundle everything needed for Pygame Zero, including that icon.png file. The solution is simple, though. You just need to use pyinstaller --collect-all pgzero --onefile -w <scipt_name>. If your game has sounds, images or anything like that, remember to include those specific folders as well using --add-data <file_or_folder>. Also, make sure your script includes the following lines.
import pgzrun
# GAME CODE HERE
pgzrun.go()
I hope it helps, even though it is a little late.
So I am having this issue for the past 8-9 hours. I have been trying to resolve it by googling around.
This is what I have tried so far.
1) Totally uninstalled node and npm.
2) Totally uninstalled meteor. Deleted all the local/.meteor data. Searched for meteor in entire C drive and deleted it. Restarted the PC.
3) Reinstalled node, npm and meteor js again. (Did steps 1-3 in safe mode also and tried 3 times.)
4) Ran command and got this error again. "C:\Users\Admin\AppData\Local.meteor\packages\meteor-tool\1.4.4_2\mt-os.window
s.x86_32\dev_bundle\lib\node_modules\q\q.js:70
hasStacks = !!e.stack;
^
RangeError: Maximum call stack size exceeded".
Note: The same code works for me in another system, so apparently code is fine the issue is with meteor and my pc.
Then I found that creating new windows account and installing meteor there can make it work. So I tried to do that as well but no luck.
I need help to resolve this as I don't have any clue what to do next.
Meteor version is: 1.4
Node version is: 6.10.3
NPM version is: 3.10.10
Apologies for late response, just had the same problem and was eventually able to solve it. The problem is that windows doesn't like long file paths. Unfortunately, meteor is full of them so the installer seems to miss those files.
Try this:
Install meteor if its not already.
navigate to C:\Users\%username%\AppData\Local and delete the
.Meteor folder.
Download the installation archive:
https://meteorinstall-4168.kxcdn.com/packages-bootstrap/1.5/meteor-bootstrap-os.windows.x86_32.tar.gz
use 7-zip to extract the .Meteor folder somewhere with a shorter
path; ie: C drive root directory. Make sure you are running 7-Zip as
admin, and extract it using 7-Zips interface. Don't drag and drop as
this will extract to the temp folder first.
Go to your Environment Variables (in Control Panel/Advanced System
Settings), edit Path, and change the .Meteor directory to where you extracted the folder.
Open up CMD, cross your fingers, and enter meteor --version
Hope this helps any desperate souls out there.
I'm trying to run an ASP.NET vNext project on a Linux server, and even though I can start it from command line easily I cannot add the command to start it to "/etc/rc.local" because when the system starts it says "Could not find the command DNX." In an attempt to fix this, I tried to make a script (start.sh) the start the server, so that I could call the script from /etc/rc.local instead. Running the script gives the same error, but I can still copy the content of the script itself into the command line to get the exact same effect.
Here's a copy of the result of "echo $PATH":
/root/.dnx/runtimes/dnx-coreclr-linux-x64.1.0.0-rc1-final/bin:/root/.dnx/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games
The solution was to use the full path in my script.
I am using PHPStorm 8.0.1.
I am working on a Symfony Project which runs on an nginx webserver on a debian system.
I have set up Automatic Deployment correctly and everything works very well, except of renaming the remote files.
PHPStorm fails with the message: "Failed to rename file 'filename.extension' to 'filename.extension': could not determine if file 'path to file' is writeable. (Could not get the groups id of the current user (error code: 1))
Can Anybody here point me in the direction on how to solve this error?
I had exactly the same problem. Reason: chroot enabled (thanks BloodandDeath for comment). In my Hestia panel settings, I just switched the SSH user setting from nologin to bash, after which PHPStorm started renaming files without error. By the way, everything worked well in Filezilla without changing the settings, which suggests a bug in PHPStorm ...
I installed the MSI file from win.meteor.com
I reboot the computer, and open up CMD and type meteor create app but nothing happens. It doesn't say the command was undefined, so I don't know what's wrong here.
I am using windows 7 64-bit home.
I have discovered an issue with node fibers (on windows) and have a tentative fix - at least it fixed the problem for me, and I would be interested to see if that also fixes it for others.
Ultimately the problem was apparently sudden death due stack overflow and access violation. The root cause however was that the thread locals were not correctly being switched on a fiber switch.
you should check the environment path
add Meteor root directory to PATH
like this
PATH: ...;d:\Meteor;d:\Meteor\bin
METEOR_PATH: d:\Meteor
NODE_PATH: d:\Meteor\lib\node_modules
I have this issue too..
METEOR_PATH = C:\Program Files (x86)\Meteor\
NODE_PATH = C:\Program Files (x86)\Meteor\lib\node_modules
PATH = C:\Program Files (x86)\VMware\VMware vSphere CLI\Perl\site\bin;C:\Program Files (x86)\VMware\VMware vSphere CLI\Perl\bin;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\Enterprise Vault\EVClient\;C:\Program Files (x86)\Heroku\bin;C:\Program Files (x86)\git\cmd;C:\Program Files\Java\jre6\bin\;C:\Program Files\Sublime Text 2;C:\Program Files (x86)\Meteor\;C:\Program Files (x86)\Meteor\bin
When you I run the meteor command, it does open meteor.js in node (if I add console.log('xxx') to meteor.js I see output), but the script finishes with no output.