![]() To build an executable that includes those portions of necessary code that ![]() Governed by the licenses under which they were offered by Oracle.Īs such, it allows licensees and sublicensees of Oracle's GPL2 OpenJDK Code Provided that the Designated Exception Modules continue to be Regardless of the license terms of the Designated Exception Modules,Īnd to copy and distribute the resulting executable under GPL2, ("Designated Exception Modules") to produce an executable, OpenJDK Code with certain code licensed by Oracle as indicated at Thus, the termsĪnd conditions of GPL2 cover the whole combination.Īs a special exception, Oracle gives you permission to link this Is making a combined work based on this library. Linking this OpenJDK Code statically or dynamically with other code Only ("GPL2"), with the following clarification and special exception. ("OpenJDK Code") is distributed under the terms of the GNU The OpenJDK source code made available by Oracle America, Inc. The legal folder contains 73(!) subfolders, each of them containing on or more of these files ASSEMBLY_EXCEPTION jre Folder structureĪfter running jlink and packr, I have these folders in jre: bin ![]() I am not native english, what doesn't make all that easier for me. Both issues I want to avoid, so I'd prefer simply re-packing from android studio's jre. While I had the spash screen within ~3 seconds in android studio's jre, openJDK needed over 20 seconds to show the same splash screen. The effect was that the jre was over 200MB in size (compared to android studio's ~65MB jre) and the game needed almost 7 times longer to start up with openJDK. I tried to create a jre from openJdk following these steps: But may I distribute my game when the created jre from packr is based on the jre of Android Studio? is this allowed? I have no other jdk/jre/whatever installed on my system as the one from Android Studio is all I ever needed to develop my apps.Īs far as I can see, packr included all the important files and license files. My question is: if packr uses this jre to create the jre folder that is packed with my game. Packr uses the jre from Android Studio which is by default installed at C:\Program Files\Android\Android Studio\jre The game is written in Android Studio as it runs on Desktop and Android. Spiced up with rcedit ( ) which allows me to set the icon and copyright/version strings in the exe after packr has run, I am now a bit unsure whether I did everything right. Most people use packr ( ) to create a windows exe for the jar file of the game, so do I. I am in the setup process of the final binary distribution of my libgdx game. Here is my original question at SO (and the discussion): I moved this question to this place here as I got the information on stackoverflow - the question is offtopic there.
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