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  Null Pointer from LibGDX Setup  (Read 1932 times)
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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
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Offline BurntPizza

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« 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 »


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« 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:

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if(usingAndroid) {

render for android...}

if (!usingAndroid) {
avoid rendering android and render for desktop...}
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