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  • Android SDK having trouble with ADB

    - by MowDownJoe
    So, I installed the Android SDK, Eclipse, and the ADT. Upon firing up Eclipse the first time after setting up the ADT, this error popped up: [2012-05-29 12:11:06 - adb] /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-05-29 12:11:06 - adb] 'adb version' failed! /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-05-29 12:11:06 - adb] Failed to parse the output of 'adb version': Standard Output was: Error Output was: /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-05-29 12:11:06 - adb] /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-05-29 12:11:06 - adb] 'adb version' failed! /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-05-29 12:11:06 - adb] Failed to parse the output of 'adb version': Standard Output was: Error Output was: /home/drsmith/Downloads/android-sdk-linux/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory I'm not quite sure how this is. Feels weird that there's a missing library there. I'm using Ubuntu 12.04. No adb is a pretty big blow as an Android developer. How do I fix?

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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