Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (767)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Null Pointer from LibGDX Setup  (Read 2025 times)
0 Members and 1 Guest are viewing this topic.
Offline AppleSauce
« Posted 2014-07-01 21:33:29 »

I attempted to setup libGDX while following a video and got a null pointer exception. The details were that it was a null pointer exception. Here is a screenshot of my setup. (assume I have downloaded all of the resources for libgdx)



Was I not supposed to save it to my workspace?

The exception occurs when I try to import it.
(Is this enough information?)

EDIT: That 100 bar is my headset volume. I'm new to windows 8, how do i get rid of that?
Offline Slyth2727
« Reply #1 - Posted 2014-07-02 00:23:28 »

Well, what is it saying is null?
Offline AppleSauce
« Reply #2 - Posted 2014-07-02 01:34:01 »

When I try to import it
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #3 - Posted 2014-07-02 01:56:51 »

Dude, you're not telling us anything, not even a stack trace.
Offline AppleSauce
« Reply #4 - Posted 2014-07-02 02:04:20 »

No a popup came up and said null pointer exception.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #5 - Posted 2014-07-02 02:05:27 »

Was it from the project setup, or from eclipse? I find eclipse can fairly often throw internal errors, often without effect.
Offline AppleSauce
« Reply #6 - Posted 2014-07-02 15:46:33 »

I figured it out. I had to put it in its' own folder, not just the workspace.
Offline AppleSauce
« Reply #7 - Posted 2014-07-03 20:14:20 »

when i create my project in libGDX and the controlls are arrow keys, does the android version make digital arrow keys?
Offline Opiop
« Reply #8 - Posted 2014-07-03 21:43:49 »

No... Why would it do that? You have to program them yourself.
Offline AppleSauce
« Reply #9 - Posted 2014-07-03 23:58:20 »

No... Why would it do that? You have to program them yourself.

Do I go into the core project and make an android and desktop version. Like a Boolean saying android is false making the game skip any android code.

Example:

1  
2  
3  
4  
5  
6  
if(usingAndroid) {

render for android...}

if (!usingAndroid) {
avoid rendering android and render for desktop...}
Pages: [1]
  ignore  |  Print  
 
 

 
EgonOlsen (1278 views)
2018-06-10 19:43:48

EgonOlsen (1147 views)
2018-06-10 19:43:44

EgonOlsen (881 views)
2018-06-10 19:43:20

DesertCoockie (1291 views)
2018-05-13 18:23:11

nelsongames (1106 views)
2018-04-24 18:15:36

nelsongames (1337 views)
2018-04-24 18:14:32

ivj94 (2077 views)
2018-03-24 14:47:39

ivj94 (1230 views)
2018-03-24 14:46:31

ivj94 (2188 views)
2018-03-24 14:43:53

Solater (796 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!