What does this warning mean in corona sdk console? - coronasdk

I am getting the following warning in corona sdk console whenever i run my game
WARNING: Cannot create path for resource file 'level1.ccscene' b/c it doesn't exist

.ccscene files are produced by Corona Composer GUI. Your scene is expecting to load one of these scene files and can't find it. If you're not using the Composer GUI, you probably can ignore this.

This problem is commonly caused by trying to access a file that doesn't exist.
Double check that the file does exist
Make sure that you entered the file name correctly.
a. Check for case sensivity (maybe the file is named "Level1.ccscene"?)
b. Check for typos in both the code and the file name.

Related

Unable to locate sdkmanager.bat. Did you run Android Studio and install cmdline-tools after installing?

i was trying to make use of unreal engine 4 template for AR but i got this error. This step kinda connect android studio with unreal but i just don't work.
Ran into the same issue and fixed it by editing the SetupAndroid.bat file.
Example of adjusted code
Not sure why it doesnt set the location of the SDKManager after it fails the first one. But manually replacing the first location works.
if you encountered this issue when running "SetupAndroid.bat", the reason might be simple. If you check the "SetupAndroid.bat"(right click, edit. Or turn it into a txt), the default sdkmanager path might be different from the actual location.
You might need to search "sdkmanager" from the Android Studio SDK root folder manually(it suppose to display on the cmd interface), find the actual directory and correct the "SetupAndroid.bat", then try it again.
the same here, i tried to search "sdkmanager" at both of my Drive and couldn't find any.
couldn't find any cmdline-tools drive as well.
Try next:
Go to your AppData\Local\Android\Sdk folder
Search for sdkmanager.bat
Navigate to its location and copy it
Open SetupAndroid.bat with Notepad (or other editor of your choice)
Find the line(s) which contains sdkmanager.bat
Paste the copied location (for example \cmdline-tools\latest\bin\sdkmanager.bat)
Save, exit, and run the edited file
This worked for me.
I spent 2 hours to figure out what's wrong with it.
So, provided earlier solutions should fix it:
Simply just replace incorrect path to correct one or, just DELETE most outer IF block and first line where %SDKMANAGER% var first set to invalid (I suppose, outdated path) value.
This is a part of the source code of SetupAndroid.bat from Epic Games. I've checked version 4.27 and 5.1. These lines are kind of identical in both versions (however version 5.1 still has the same exact error, but it works due to changing the order of which path is tried first):
set SDKMANAGER=%STUDIO_SDK_PATH%\tools\bin\sdkmanager.bat
IF EXIST "%SDKMANAGER%" (
echo Using sdkmanager: %SDKMANAGER%
) ELSE (
set SDKMANAGER=%STUDIO_SDK_PATH%\cmdline-tools\latest\bin\sdkmanager.bat
IF EXIST "%SDKMANAGER%" (
echo Using sdkmanager: %SDKMANAGER%
) ELSE (
echo Unable to locate sdkmanager.bat. Did you run Android Studio and install cmdline-tools after installing?
pause
exit /b 1
)
)
And this specific part does not work! I don't know why those who developed that did not check it or they simply don't know how batch file variables work.
The thing here is that on recent Android SDK installations there's no folder tools at the path %STUDIO_SDK_PATH%. So the first condition check fails and then they try to overwrite variable value to correct one with path %STUDIO_SDK_PATH%\cmdline-tools\latest\bin. But this overwrite DOES NOT WORK. You can't just do that in a batch file (which is kind of stupid, but it is). More on that issue with batch vars here: How to overwrite an existing variable using another variable in batch files?
"Good" job! Epic Games

need to recover trados project with translation

I was working on a language translation project in trados on a virtual machine. Half of the work was done and the translated words were exported into a Word docx file. Upon restarting the virtul machine, the project file appears to have been corrupted as trados shows no signs that the project was worked on. When I manually open the sdlproj (trados project) file, trados cannot open the file mentioning the following:
: An error occured whilst trying to determine the file version
I have tried creating a new project and used pre-translate using batch tasks but that did not seem to have imported the previously translated document. I need to figure out how to recover my project so that I can recover the translated document (so I do not have to redo the work) as well as recover the translation memory for trados. The translation memory folder is present inside the original project folder. I would really appreciate any suggestion to further troubleshoot and fix this issue. I have tried their support desk but they do not appear to be available today. Two solutions I observed from their forum suggested:
save the project file with a zip extension, extract the contents and then open the sdlxiff file from there
recreate the project and use pre-translate.
In my case, I was able to open the sdlxiff file from the translated language directory. This opened the project with the text that had previously been translated. I am not certain whether I need to remove the sdlproj file or simply save the project hoping that it will overwrite the corrupted file. In either case, I will update this post once I get an answer to that.

Expected identifier or "(" error on .h file

I have inherited development of an iPhone app that was originally created overseas. The original developers are no longer available for questions. The app is currently available on the app store. So I assume the zip file that I received of the project is current and complete.
When I first open the project in xcode and do a build, I get hundreds of errors. They are all the same basic error. There are hundreds of .h files with one line:
../../../FBSDKCoreKit/FBSDKCoreKit/FBSDKCoreKit/Internal/ServerConfiguration/FBSDKServerConfiguration.h
I get the error "expected identifier or '(' on the first character of this line in every file.
I tried changing the line to:
#include "/../../../xxxxxxxxx"
and that worked. But as I said, there are several hundred of these files in the project. If this was a running app 'supposedly' from this source code, why should I need to go change hundreds of files and add #include to each line?
This project uses an old version of swift, and I had to go all the way back to xCode 7 to find a development environment that would support it. Is the .h syntax in these files some sort of deprecated syntax that stems from an even older version of xCode? Can some seasoned iPhone app developer tell me about this particular .h file syntax of including another .h file (and why it's failing for me now)?
Basically, if I need to change all of the .h files, then so be it. But I'm more than a bit concerned making this drastic a change to code that supposedly recently built a running app.
Suggestion? Enlightenments? Thanks.
Jerry
The "syntax" you described -- just a single line containing a file name (with a relative path)
../../../FBSDKCoreKit/FBSDKCoreKit/FBSDKCoreKit/Internal/ServerConfiguration/FBSDKServerConfiguration.h
has never ever been correct C/C++/Objective C (preprocessor) syntax. Either is some strange, proprietary custom preprocessing is running, or it's just garbage.
Using
#include "/../.."
is also nonsense: If you start a path with /, you start at the root directory, so navigating up with .. will lead you to root again, and xxxxxxxxx is expected exactly there in the root directory.
This was to the syntax. The semantics is hard to tell without the project.
Maybe it might just help if you completely remove those strange header files,
or comment out the erronous lines
or you need to adjust your include paths in the project to help Xcode find the files

Proc_common_v_3 not found

I am starting out getting more hands-on with FPGAs and have chosen Xilinx.
In a small trial project I have the problem that XST complains about the library proc_common_v_3 is not found. The ise prj file contains paths looking like "../../.." and so on and it gets recreated when trying to change the paths.
When looking in the project list and not the file, the library is referenced using "........", which is different.
Is there another way to make sure ISE handles libraries correct?
ISE Version 14.7
Error message when doing XST->Check Syntax
Xst:2927 - .... line 1: Source file ../../../../../../../../../../../../../Xilinx/14.7/ISE_DS/EDK/hw/XilinxProcessorIPLib/pcores/proc_common_v3_00_a/hdl/vhdl/proc_common_pkg.vhd does not exist
NB: Yes I know there is a thread on this issue, but my comment gets deleted. The answer there is using what seems to be known working paths, but as starting out that is not possible. Better to go for Altera perhaps.
Thanks in advance.
-Michael

I don't know how to add path to .dll for Cuda

I am completely new to CUDA and C. My eventual goal is to adapt a FORTRAN program for CUDA. For now, I am having trouble getting a simple "Hello world" program to run.
I have been able to compile using nvcc hello_test.cu --machine32 which creates an executable. However when I try to run the .exe, I get a System Error message stating:
The program can't start because cudart32_32_9.dll is missing from your computer. Try reinstalling the program to fix this problem
I imagine I haven't added the path to this file (which I can find in "C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.2\C\common\bin\"); but I don't know how to add the path. Any help would be appreciated.
You can go several routes. Either just make a copy of the DLL and put it in the same directory as your executable.
Or you can add the path you mentioned in the PATH environment variable of Windows. Then it should be able to find the DLL.

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