Re: ERROR: Android: Could not encode class bundle

2016-12-19 Thread Dan Friedman
Panos,

After posting the result, I did a little research and found that "Unsupported 
major.minor version 52.0” refers to Java 1.7.  Turns out that you have to have 
Java 1.8.  Seems that Android Studio is pointing to the old version (1.7).  So, 
I manually removed 1.6 and downloaded and installed 1.8.  Now it’s building 
without error.

Thanks for the advice… it got me on the right track.  Hope this helps the next 
guy!

-Dan
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Re: ERROR: Android: Could not encode class bundle

2016-12-19 Thread Dan Friedman
Panos,

Ok… here’s what the result was:

Exception in thread "main" java.lang.UnsupportedClassVersionError: 
com/android/dx/command/Main : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)

What do you think?

Thanks!!!
-Dan


> Hi Dan,
> 
> I suggest you add a
> "answer the result "
> 
> before
> 
> throw "could not encode class bundle"
> 
> in revSaveAsAndroidStandalone script
> 
> Then try again to create an Android standalone, and post here the full
> error. Hopefully this will be more descriptive.
> 
> Best,
> Panos.


>> 
>> Anyone know where to look to resolve this error when building a standalone 
>> for Android:
>> 
>> “There was an error while saving the standalone application could not encode 
>> class bundle”
>> 
>> I’ve built many Android apps in the past without a problem.  Recently 
>> updated to OSX 10.12.1, and LC 8.1.1.  I’ve downloaded and run the latest 
>> version of Android Studio (2.2.3) and installed all updates to both Java and 
>> Android.  I’ve set the signing of the standalone to “Sign for development 
>> only”.   Whenever I build a standalone, I get a "could not encode class 
>> bundle” error.
>> 
>> ANY thoughts would be appreciated!
>> 
>> -Dan


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Re: upload base64 encoded image data

2016-12-19 Thread hh
You could try two things after "put base64encode(tImage) into tImage64":
replace newlines in the encodedData and give a data-header.
Both is needed when setting HTML5 attributes, may be also in your case.

[1] replace numToChar(10) with empty in tImage64
[2] "content": "data:image/png;base64," & tImage64 & quote

Probably both png and jpg are supported, may be png is the default.
Please tell us if you found a solution.

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upload base64 encoded image data

2016-12-19 Thread Matt Maier
I'm trying to connect my desktop app to my Bubble.is app. They have a way
to build APIs.

https://bubble.is/reference#API.sending_data

I've got text uploading working. As in, I can upload text from the desktop
and work with it in the web app.

I've also got image URLs working. As in, I can include the URL of an image
that's already hosted somewhere online and the image will be pulled into
Bubble so I can work with it.

What's not working is uploading image data from the desktop app to the web
app.

I've formatted the body of the POST like this, which as far as I can tell
is what they want:
first=some thing=another
thing={"private":false,"filename":"some_filename.jpg","content":"a
string of base64 encoded image data"}

Since Bubble isn't returning any errors, but also isn't putting the
uploaded image data into the database as an image, I wondered if maybe I'm
doing something wrong on the Livecode side. I used this to process the
image data:

start using stack "easyJSON"
   put "C:\Users\some-image.jpg" into tFile
   put URL ("binfile:" & tFile) into tImage
   put base64encode(tImage) into tImage64
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Re: LC 8.1.2 Stable

2016-12-19 Thread J. Landman Gay

On 12/19/16 4:56 PM, Monte Goulding wrote:

There are some android java externals I did and released as beta
builds that have been untouched for a couple of years and do not
build in their current form.


I'm using mergPopToast and it works great. It adds a nice native touch 
to my app.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Problem with "delete button"

2016-12-19 Thread pink
the identified issue that was causing the crash involved the fact that the
buttons were moving just prior to being deleted... so what I've done in the
meantime was to turn the visible flag to false and then on the beginning of
the next turn, I delete all the invisible buttons... works well 



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Re: ERROR: Android: Could not encode class bundle

2016-12-19 Thread panagiotis merakos
Hi Dan,

I suggest you add a
"answer the result "

before

throw "could not encode class bundle"

in revSaveAsAndroidStandalone script

Then try again to create an Android standalone, and post here the full
error. Hopefully this will be more descriptive.

Best,
Panos.

On 19 Dec 2016 23:37, "Dan Friedman"  wrote:

> Anyone know where to look to resolve this error when building a standalone
> for Android:
>
> “There was an error while saving the standalone application could not
> encode class bundle”
>
> I’ve built many Android apps in the past without a problem.  Recently
> updated to OSX 10.12.1, and LC 8.1.1.  I’ve downloaded and run the latest
> version of Android Studio (2.2.3) and installed all updates to both Java
> and Android.  I’ve set the signing of the standalone to “Sign for
> development only”.   Whenever I build a standalone, I get a "could not
> encode class bundle” error.
>
> ANY thoughts would be appreciated!
>
> -Dan
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ERROR: Android: Could not encode class bundle

2016-12-19 Thread Dan Friedman
Anyone know where to look to resolve this error when building a standalone for 
Android:

“There was an error while saving the standalone application could not encode 
class bundle”

I’ve built many Android apps in the past without a problem.  Recently updated 
to OSX 10.12.1, and LC 8.1.1.  I’ve downloaded and run the latest version of 
Android Studio (2.2.3) and installed all updates to both Java and Android.  
I’ve set the signing of the standalone to “Sign for development only”.   
Whenever I build a standalone, I get a "could not encode class bundle” error.

ANY thoughts would be appreciated!

-Dan
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Re: LC 8.1.2 Stable

2016-12-19 Thread Monte Goulding

> On 20 Dec. 2016, at 8:21 am, Roger Eller  wrote:
> 
> Could you provide a list of the externals that are cross-platform
> iOS/Android/Desktop/Server.  I remember that was something that was to come
> after the acquisition.

I think the only mergExt externals that are that cross platform are 
mergMarkdown, mergJSON and blur. All of them are open source.

FYI if you open the inclusions pane of the standalone settings dialog you can 
see which externals you have in your edition of LiveCode and which platforms 
they support.

There are some android java externals I did and released as beta builds that 
have been untouched for a couple of years and do not build in their current 
form. With the decision to make java the first target of infinite livecode it 
was decided to not waste resources on working on those and re-implement in LCB 
once LiveCode 9 is released. It’s not like there isn’t plenty of other stuff to 
do ;-)

Cheers

Monte
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Re: LC 8.1.2 Stable

2016-12-19 Thread Richmond Mathewson

Thank you very much for the information.

Richmond.

On 12/19/16 10:52 pm, Peter TB Brett wrote:

On 19/12/2016 20:12, Richmond Mathewson wrote:


Anyway, be that as it may; I wonder what the socking great 60 MB
difference between the
Community version for Mac and the Indy Version for Mac actually consists
of.


The Indy edition contains tsNet and a bunch of mergExt externals that 
aren't included in the Community edition.


  Peter




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Re: LC 8.1.2 Stable

2016-12-19 Thread Roger Eller
Could you provide a list of the externals that are cross-platform
iOS/Android/Desktop/Server.  I remember that was something that was to come
after the acquisition.


On Mon, Dec 19, 2016 at 3:52 PM, Peter TB Brett 
wrote:

> On 19/12/2016 20:12, Richmond Mathewson wrote:
>
>>
>> Anyway, be that as it may; I wonder what the socking great 60 MB
>> difference between the
>> Community version for Mac and the Indy Version for Mac actually consists
>> of.
>>
>
> The Indy edition contains tsNet and a bunch of mergExt externals that
> aren't included in the Community edition.
>
>   Peter
>
> --
> Dr Peter Brett 
> LiveCode Technical Project Manager
>
> lcb-mode for Emacs: https://github.com/peter-b/lcb-mode
>
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Re: LC 8.1.2 Stable

2016-12-19 Thread Peter TB Brett

On 19/12/2016 20:12, Richmond Mathewson wrote:


Anyway, be that as it may; I wonder what the socking great 60 MB
difference between the
Community version for Mac and the Indy Version for Mac actually consists
of.


The Indy edition contains tsNet and a bunch of mergExt externals that 
aren't included in the Community edition.


  Peter

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LiveCode Technical Project Manager

lcb-mode for Emacs: https://github.com/peter-b/lcb-mode

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Browser Widget - JS - LC -Integration

2016-12-19 Thread Sannyasin Brahmanathaswami
We are looking for tighter integration and interoperability between LC and 
HTML5/JS component running in the same stack.

See this stack

go stack url "http://wiki.hindu.org/uploads/browserwidgetjstester.livecode;

What we think we know, assumptions:

1) we can trigger LC commands from javascript in the html browser widget

2) Javascripts that fire commands in the stack cannot get any data returned
OR we don't have the correct methods to do that.

3) using --   do [some javascript] in widget "myBrowser

(e.g from docs) do "document.getElementById('myButton').hidden = 'hidden'" in 
widget "myBrowser"

will let you trigger some action in the browser widget

4) But no params/payload  can be passed back form LC

i.e. the issue of a browser widget getting data back from LC remains unsolved 
here.

Do you have a solution?


Svasti Astu, Be Well
Brahmanathaswami
www.himalayanacademy.com

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LC 8.1.2 Stable

2016-12-19 Thread Richmond Mathewson

Wow!

I must be able to see into the future: just sat down in front of my 
polycarbiMac and thought
"Oo; there's a new Livecode version to download!" and, Lo! There was: 
8.1.2 Stable.


Yet, the 8.1.2 Stable announcement hasn't appeared in my in-box yet.

Most exciting!

Anyway, be that as it may; I wonder what the socking great 60 MB 
difference between the

Community version for Mac and the Indy Version for Mac actually consists of.

Maybe I haven't looked in the right places, but I haven't really found 
documentation about
the differences between the Community version and the Indy one beyond 
being able to
protect one's code from nosey types (which is, after all, not an 
insignificant difference), and

do find it hard to believe that it takes 60 MB to make that difference.

Would be grateful if one of the mavens could put me straight . . .

Richmond.

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Re: Problem with "delete button"

2016-12-19 Thread Peter Bogdanoff
I’m working on an application that does something similar, but instead of 
creating buttons, I have graphics or images where the buttons would be, and I 
have one large button over the whole thing. There is a list of rects where the 
buttons should be… the large button gets the mouseLoc and checks the list to 
see if the mouseLoc is “within the rect” of a line of the rects. Not much 
creation or deletion of buttons.

However, I’m creating and deleting graphics and fields, and a few buttons, 
right and left with absolutely no problem, and Livecode is really fast doing 
this. LC 8.1.1

Peter Bogdanoff


On Dec 18, 2016, at 5:39 PM, Dr. Hawkins  wrote:

> On Sun, Dec 18, 2016 at 1:50 PM, pink  wrote:
> 
>> So, the only work around I've come up with is to make the buttons
>> invisible,
>> however this means as the game goes on that there are going to be hundreds
>> of invisible buttons cluttering the board.
>> 
> 
> 1) have you compiled?  Does this also happen in standalone (some crashing
> is the IDE).
> 
> 2) in addition to invisible, you can put them at a negative X or Y.
> 
> 
> 
> -- 
> Dr. Richard E. Hawkins, Esq.
> (702) 508-8462
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Re: Problem with "delete button"

2016-12-19 Thread Quentin Long
sez pink :
> I'm developing a turned based game, on each turn, new buttons get added to
> the board, and it some buttons will get removed. There in lies the problem,
> Livecode keeps crashing when I hit the "delete button xxx" command.
>
> So, the only work around I've come up with is to make the buttons invisible,
> however this means as the game goes on that there are going to be hundreds
> of invisible buttons cluttering the board.
Assuming that button-deletion continues to be a problem, one possible 
workaround would be to figure out the maximum number of buttons that can ever 
be on the board at any one time; give the game-board that many buttons to start 
with; and re-assign button-characteristics (visibility, icons, position, etc) 
"on the fly" as needed.

If you need to deal with specific characteristics of a button on the board, you 
may want to use indirection. I of course don't know any of the details of your 
game, but let's consider the case of a game that involves a 10-by-10 grid, with 
buttons appearing and disappearing on the grid-positions during the course of 
the game. You could have a global variable whose name is "Grid-1-1", and every 
time you move a button into the 1,1 space on the grid, put the name of that 
button into the Grid-1-1 variable. If/when you need to fuss with specific 
properties of the button at (grid-space 1,1), you should be able to do things 
like this:

set the [name of property] of button Grid-1-1 to [value]
put the [name of property] of button Grid-1-1 into [name of variable]

Since the string "Grid-1-1" is a variable, and the value of that variable is 
the name of a button, LiveCode should interpret "button Grid-1-1" as a 
reference to the button whose name is stored in the variable "Grid-1-1". You'll 
want to be careful about quote-marks in your code, of course. A variable name 
in quote-marks will be interpreted as a literal string, which is not what you 
want.

Hope this helps…
   
"Bewitched" + "Charlie's Angels" - Charlie = "At Arm's Length"

Read the webcomic at [ http://www.atarmslength.net ]!

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Re: Problem with "delete button"

2016-12-19 Thread Richard Gaskin

pink wrote:

> So am I the only one who gets excited when bugs are confirmed?  It's
> like "Yay! It's not me this time!"

Far from alone.  And the team's been offering plenty of that sort of 
excitement with super-rapid turnaround once a solid recipe's been submitted.


Thanks for reporting that, and thanks to the team for the quick resolution.

--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 
 ambassa...@fourthworld.comhttp://www.FourthWorld.com

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[ ANN ] Release 8.1.2

2016-12-19 Thread panagiotis merakos
Dear List Members,

We are pleased to announce the release of LiveCode 8.1.2 Stable. By
"Stable", we mean that no reported regressions have been introduced in
8.1.2, compared to the previous Stable release.

LiveCode 8.1.2 contains 88 extra bug fixes and new features, compared to
LiveCode 8.1.1.

*Getting the Release*
You can get the release at https://downloads.livecode.com/livecode/ or via
the automatic updater.

*Feedback*
Please report any bugs encountered on our Bugzilla at
http://quality.livecode.com/


Warmest regards,
The LiveCode Team
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Re: Problem with "delete button"

2016-12-19 Thread Bob Sneidar
I'm a little odd. My Mom called me "different". I like it when I am the one who 
actually FINDS the bugs. 

Bob S


> On Dec 19, 2016, at 06:27 , pink  wrote:
> 
> So am I the only one who gets excited when bugs are confirmed?  It's like
> "Yay! It's not me this time!"
> 
> 
> 


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Re: Problem with "delete button"

2016-12-19 Thread pink
So am I the only one who gets excited when bugs are confirmed?  It's like
"Yay! It's not me this time!"



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[ANN] This Week in LiveCode 64

2016-12-19 Thread Peter TB Brett

Hi all,

Read about new developments in LiveCode open source and the open source
community in today's edition of the "This Week in LiveCode" newsletter!

Read issue #64 here: https://goo.gl/BRgVx0


This is a weekly newsletter about LiveCode, focussing on what's been
going on in and around the open source project.  New issues will be
released weekly on Mondays.  We have a dedicated mailing list that will
deliver each issue directly to you e-mail, so you don't miss any!

If you have anything you'd like mentioned (a project, a discussion
somewhere, an upcoming event) then please get in touch.

 Peter

--
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LiveCode Technical Project Manager

lcb-mode for Emacs: https://github.com/peter-b/lcb-mode

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Re: Problem with "delete button"

2016-12-19 Thread panagiotis merakos
Hi all,

This issue is now confirmed and fixed. The fix is planned to be included in
LC 8.1.3 RC-1.

http://quality.livecode.com/show_bug.cgi?id=19017

Best,
Panos
--

On Mon, Dec 19, 2016 at 12:38 PM, pink  wrote:

> In a nutshell: I have a stack that I've been tinkering with for while.
> There
> is a particular handler in which there is a "delete button" command which
> causes Livecode to crash in 8.1 thru 8.1.3 (I don't have any versions of
> Livecode prior to 8.1 right now). Everything works fine in 7.1.4 and 6.7,
> so
> it is a new problem.
>
> This happens in the IDE and in standalones built. Oddly, there's no crash
> log, so I guess I would describe it more as "suddenly quits".
>
> If you're familiar with 2048, it is a similar game system. Numbered buttons
> get moved around a board, and when two alike numbers collide, they get
> added
> together and one of the buttons gets removed. Below is the actual handler,
> the problem line is "delete button tAtom"
>
> command fuseAtoms pStarting,pDestiny,@pGame
>  put pGame["hex"][pDestiny]["atom"] into tDAtom
>  put pGame["hex"][pDestiny]["value"] into tDValue
>
>  put tDValue*2 into pGame["hex"][pDestiny]["value"]
>
>  if pGame["keeper"]["best"] pGame["hex"][pDestiny]["value"]  into pGame["keeper"]["best"]
>
>  set the label of the button tDAtom to pGame["hex"][pDestiny]["value"]
>
>  put pGame["hex"][pStarting]["atom"] into tAtom
>  delete button tAtom
>  put empty into pGame["hex"][pStarting]["atom"]
>  put 0 into pGame["hex"][pStarting]["value"]
>  put empty into pGame["hex"][pStarting]["fused"]
>  put empty into pGame["hex"][pStarting]["flavor"]
>  put empty into pGame["hex"][pStarting]["new"]
>  add tDvalue*2 to pGame["keeper"]["score"]
>  put 1 into pGame["hex"][pDestiny]["fused"]
>  put 1 into pGame["keeper"]["validMove"]
>  set the backgroundColor of graphic pStarting to empty
>  if pGame["hex"][pDestiny]["flavor"] is 2 then set the backgroundColor
> of graphic pDestiny to pGame["settings"]["twoBack"]
>  if pGame["hex"][pDestiny]["flavor"] is 3 then set the backgroundColor
> of graphic pDestiny to pGame["settings"]["threeBack"]
>  if pGame["hex"][pDestiny]["flavor"] is 5 then set the backgroundColor
> of graphic pDestiny to pGame["settings"]["fiveBack"]
>  if pGame["hex"][pDestiny]["value"] is 0 then
>   set the backgroundColor of graphic pDestiny to
> pGame["settings"]["gunkBack"]
>   add 1 to field "gunkCountShow"
>   add 1 to pGame["keeper"]["negativeCount"]
>  end if
>  if pGame["hex"][pDestiny]["value"] is 0 then set the textColor of
> button tDAtom to pGame["settings"]["gunkText"]
>
>  put 1 into pGame["keeper"]["validMove"]
> end fuseAtoms
>
>
>
>
> --
> View this message in context: http://runtime-revolution.
> 278305.n4.nabble.com/Problem-with-delete-button-tp4711069p4711075.html
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Everyone Can Create Apps 
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Re: Problem with "delete button"

2016-12-19 Thread pink
In a nutshell: I have a stack that I've been tinkering with for while. There
is a particular handler in which there is a "delete button" command which
causes Livecode to crash in 8.1 thru 8.1.3 (I don't have any versions of
Livecode prior to 8.1 right now). Everything works fine in 7.1.4 and 6.7, so
it is a new problem.

This happens in the IDE and in standalones built. Oddly, there's no crash
log, so I guess I would describe it more as "suddenly quits".

If you're familiar with 2048, it is a similar game system. Numbered buttons
get moved around a board, and when two alike numbers collide, they get added
together and one of the buttons gets removed. Below is the actual handler,
the problem line is "delete button tAtom"

command fuseAtoms pStarting,pDestiny,@pGame
 put pGame["hex"][pDestiny]["atom"] into tDAtom
 put pGame["hex"][pDestiny]["value"] into tDValue
 
 put tDValue*2 into pGame["hex"][pDestiny]["value"] 
 
 if pGame["keeper"]["best"]

Printing on Windows

2016-12-19 Thread Ton Kuypers
Hi all,

I’m having a problem when printing images on Windows PC’s from a LC standalone 
app, just wondering if this is a known issue?

I’ve created an app on the Mac, printing in the IDE is no problem.
Saved it as a Mac standalone: printing works fine.
Saved it as a Windows standalone: all images come out as a black box…

The first problem is a very light image, with a graph on top of it. The image 
shows fine on screen, prints fine on the Mac, but shows up as a grey box when 
printing from a Windows PC.
The second problem involves images, noting covering it, just a plain image on a 
page, which prints as a black box on Windows systems.

Version Windows: 2x Windows XP, 1x Windows 10
Version LC: 7.1.4, 8.0.0, 8:02, 8.1.1 & 8.1.2(rc3)

Any suggestion is welcome, because I’m stuck...


Met vriendelijke groeten,
Warm Regards,



Ton Kuypers
+32 (0) 477 739 530

Steenweg op Leopoldsburg 100 • B-2490 • Balen • Belgium
www.publishingtools4u.com





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