File not found res ошибка

I am getting this «java.io.FileNotFoundException: res/drawable-nodpi/background.xml».
But I do have a file in

$

 ls -la res/drawable-nodpi/background.xml 
-rw-r--r--  1 michael  staff  859 Mar  8 09:28 res/drawable-nodpi/background.xml


E/AndroidRuntime(  301): Caused by: java.io.FileNotFoundException: res/drawable-nodpi/background.xml
E/AndroidRuntime(  301):        at android.content.res.AssetManager.openXmlAssetNative(Native Method)
E/AndroidRuntime(  301):        at android.content.res.AssetManager.openXmlBlockAsset(AssetManager.java:469)
E/AndroidRuntime(  301):        at android.content.res.Resources.loadXmlResourceParser(Resources.java:1894)

asked Apr 28, 2010 at 18:01

michael's user avatar

3

As far as I know, the drawable-nodpi folder is for pre-scaling of images. I would suggest putting it in the drawable folder.

If that doesn’t help, try cleaning your project and take a look at the gen/your_package/R.Java to see if the file is indeed included in the package.

answered Mar 14, 2013 at 11:58

Janis Peisenieks's user avatar

Janis PeisenieksJanis Peisenieks

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«Resource file not found: res:// .» How do I fix this?

Hi guys,

I keep getting an output error of «Resource file not found: res://.» and I can’t figure out how to fix it. The game builds and runs fine, but I’d like this error gone.

I’m new to Godot so I’m not sure what options I have for figuring this out. The most I found online was to Project -> Project Settings -> Autoload and see if anything is in there but it’s not.

Проблема: При компиляции проекта в Delphi возникает ошибка.

E1026 File not found: Controls.res

Инструментарий: Delphi XE4, Delphi XE5
Решение: Данная проблема возникает из за того что в среде не настроены пути, в соответствии с которыми должен осуществляться поиск нужных файлов. Для настройки нам нужно запустить Delphi и выбрать пунк меню:
Для Delphi XE4, Delphi XE5 «Tools» — «Options», откроется окно настроек (Рис. 1.).

Option Delphi XE4

Рис. 1 Окно настроек Delphi XE4

В данном окне в левой части нужно перейти на пункт «Library» (Environment Options — Delphi Options — Library) и настроить «Library Path» (для настройки нужно нажать кнопку в конце строки Library Path)  как указано на Рис. 2. (эти пути должны быть включены в любом случае).

Directories Delphi XE4

Рис. 2 Library Path

Пути в текстовом виде приведены ниже:

$(BDSLIB)$(Platform)release
$(BDSUSERDIR)Imports
$(BDS)Imports
$(BDSCOMMONDIR)Dcp
$(BDS)include

Нажимаем «ОК» для сохранения. И пробуем собрать проект. У меня все заработало после того как я восстановил путь к папке $(BDSLIB)$(Platform)release, и ошибка E1026 File not found: Controls.res больше не отображается.

PS. На Рис. 2 серым цветом обозначены пути которые среда не может найти. В окне выбора директорий (Рис. 2) можно конечно нажать кнопку «Delete Invalid Paths» но при этом удалятся те пути которые будут выделены серым цветом. В моем случае так и было, удалилось два пункта, которіе все таки были нужны =) .

Posted by jpluimers on 2017/08/10

As since E1026 is [WayBack] documented as x1026 since Delphi 2007 probably because it can manifest itself as W1026 as well, I thought Delphi Error: E1026 File not found: 'Controls.res' also be related to F1026: When the Delphi XE5 commandline compiler fails with error F1026: File not found: ‘False.dpr’

But it wasn’t.

Then I thought it might have to do with Unit Scope names.

Often an upgrade of a pre-XE2 project where old names of units (like Controls [no WayBack]) were used in stead of Unit Scoped [WayBack] prefixed units (like Vcl.Controls [WayBack]) wrongly makes the Unit Scope Names list in Project > Options > Delphi Compiler empty.

Such an empty list causes the normal mapping of unit name to scoped unit name as described in Unit Names Alphabetical List with Unit Scopes [WayBack] to fail. That results in a F2613 Unit ‘%s’ not found [WayBack] or rarely a F1027 Unit not found ‘%s’ or binary equivalents (%s) (Delphi) [WayBack].

So that wasn’t the cause either.

What happened is was my machine had a PLATFORM environment variable (not having a value like AnyCPU that some others have [WayBack]). It looks like when that environment is present it is not being overwritten by the compiler with the actual value derived from the project platform settings like android, iosDevice32, iosDevice64, iossimulator, osx32, win32, win32c, win64.

The solution is either of these:

  • Search in both the user environment variables and machine environment variables for the PLATFORM variable and remove it.
  • Before starting Delphi, clear the PLATFORM environment variable.

There is an unrelated coincidence with my problem and Unit Scopes were introduced in Delphi XE2 [no WayBack]: it’s the earliest version people ran into this error often but it has nothing to do with the cause.

–jeroen

Source: Delphi Error: E1026 File not found: ‘Controls.res’ – Google Search

This entry was posted on 2017/08/10 at 12:00 and is filed under Delphi, Delphi XE2, Development, Software Development.
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@Koyper

Godot version

3.5rc1

System information

MacOS 12.2 M1 and X86 builds

Issue description

These errors display in the console at startup on both arm64 and x86 builds:

UNSUPPORTED (log once): POSSIBLE ISSUE: unit 1 GLD_TEXTURE_INDEX_2D is unloadable and bound to sampler type (Float) — using zero texture because texture unloadable

ERROR: Resource file not found: res://Arc custom keys
at: _load (core/io/resource_loader.cpp:275)

Steps to reproduce

Run Godot 3.5rc1 (same errors occur with 3.4.4stable)

Minimal reproduction project

No response

@akien-mga

ERROR: Resource file not found: res://Arc custom keys
at: _load (core/io/resource_loader.cpp:275)

I don’t see why this would come from in Godot. Aren’t you trying to load a specific project which has a script that tries to do load("Arc custom keys") or similar? Do you recognize this string as something you wrote at some point?

@Koyper



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That’s what I thought also (immediately after submitting the issue -sorry) — the error appears as the project manager is opening, not when opening a project. It might be in an old demo or example project that’s still in my projects list. I was not aware the project manager was actually loading resources inside projects prior to opening them?

By-the-way, 3.5 is a fantastic update — the color saturation issue is fixed! — unique names, etc. The unique names is something I’ve wanted since the beginning…

My project Maffle taxes the GUI controls heavily and everything is running correctly this morning on first testing…Î

Thanks,

-Tim

On May 19, 2022, at 10:24 AM, Rémi Verschelde ***@***.***> wrote:

ERROR: Resource file not found: res://Arc custom keys
at: _load (core/io/resource_loader.cpp:275)

I don’t see why this would come from in Godot. Aren’t you trying to load a specific project which has a script that tries to do load(«Arc custom keys») or similar? Do you recognize this string as something you wrote at some point?


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@akien-mga

It might be in an old demo or example project that’s still in my projects list. I was not aware the project manager was actually loading resources inside projects prior to opening them?

I think it might parse at least the project.godot to retrieve the project name and icon and some extra info. But yeah it’s still a bit puzzling, I’m not sure why it would start showing project specific load errors, those should normally happen when you edit the project itself.

The first error seems to be rendering related, maybe linked to what #61171 fixed though that doesn’t seem obvious (nevermind, it’s not a regression so that’s not the one). Could it be that you actually have Arc custom keys defined as the icon for a project? If so it might fail loading it and fail trying to render it.

@Koyper



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I completely cleaned out the project manager projects, and still get the error message starting into an empty projects list, so it’s probably not anything in a project.godot file. Also tried changing the Editor default project path to no avail.

The message appears back to at least 3.3.stable, but is fixed or consumed by Godot 4.0 alpha 7.

@Koyper



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Just to note: I don’t recognize «Arc custom keys» from our code and can’t find it in the projects so far…

@akien-mga

It’s probably something still in your editor_settings-3.tres in ~/Library/Application Support/Godot/.

@Koyper



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That was it! I’ll be jiggered. The Editor had it’s custom theme set to «Arc custom keys».
So sorry to take up your time with this.

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