6 issues were found when checking AAR metadata:
Dependency 'androidx.appcompat:appcompat-resources:1.6.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
Dependency 'androidx.appcompat:appcompat:1.6.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
Dependency 'androidx.activity:activity:1.6.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
Dependency 'androidx.core:core:1.9.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
Dependency 'androidx.core:core-ktx:1.9.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
Dependency 'androidx.annotation:annotation-experimental:1.3.0' requires libraries and applications that
depend on it to compile against version 33 or later of the
Android APIs.
:app is currently compiled against android-32.
Recommended action: Update this project to use a newer compileSdkVersion
of at least 33, for example 33.
Note that updating a library or application's compileSdkVersion (which
allows newer APIs to be used) can be done separately from updating
targetSdkVersion (which opts the app in to new runtime behavior) and
minSdkVersion (which determines which devices the app can be installed
on).
I try to upgrade the Gradle, but nothing will change.
It actually says what to do.
Just change compileSdkVersion from 32 to 33 in build.gradle.
Related
Cmake fails after new GameActivity project creation in Android Studio.
To recreate the problem:
Install newest version of Android Studio from the Android Developer website (if you don't have it already).
Create a new GameActivity project using the 'Create New Project' dialogue.
How do I get GameActivity working?
I tried:
I tried creating a new C++ project in Android Studio Dolphin without the GamesActivity and encountered the same cmake error.
[CXX1405] exception while building cmake using [local file path]/CMakeLists.txt: C++ build system [configure] failed when executing: [local file path]/cmake.exe
CXX1405 cmake exception while building android project
CMake will not be able to correctly generate this project after updating Android Studio
I tried using the Android Studio new project ui to create a new Game Activity Project.
I tried navigating the Google Developers website for a solution. There's no Google groups listed on Android Developer docs.
The GameActivity documentation on the website writes about how a game engine (like Unreal), or a 3D primitives library (like the gl in Android), is required to be added for GameActivity to work properly.
also:
tried to build for Android 10 (sdk 29) android gradle plugin version 7.3, ndk 23.7 and cmake 3.18. also, tried avoiding Kotlin.
Downgrade to earlier version of ndk
Downgrading ndk is improving the build in a native c++ project so far.
Downgrading to:
ndk 21.4.7075529
cmake 3.10.2 (requirements of the new appcompat library)
Downgrading to earlier versions of ndk and cmake that are specifically listed on Android developer website in a table of tested previous ndk release points.
Still yet to try:
get native c++ successes to work in GameActivity
creating a cpp file. even though a hello world cpp file is included in project creation, this is worth trying.
Reading again the Games Activity documentation since after the bug was found. https://developer.android.com/games/agdk/game-activity.
Connect Vulkan to GameActivity.
Connect a game engine to GameActivity.
The updated template should work better:
2022.2.1 Canary 2 (from https://developer.android.com/studio/preview/); or next version of Flamingo.
hello-vulkan sample and Khronos Vulkan sample repo should also work
If you are using NativeActivity, switching to GameActivity might reduce ANR in certain scenarios, hence GameActivity is in:
Unity GameEngine 2023.1+
Next source release of Cobalt library used by YouTube app on Android TV platform (with hundreds of million users)
For new applications, starting with GameActivity 2.0.0 might be good.
I've created a new project by checking the "include kotlin" box in Android Studio 3 and out of the box I get an error while compiling
"Failed to resolve: org.jetbrains.kotlin:kotlin-stdlib-jre7..."
I have made sure all plugins are up to date and that the Android SDK is properly installed.
How can I solve for this error?
kotlin-stdlib-jre[7/8] was deprecated a while ago, and has since been removed. The deprecation note was kept until 1.2.71, which was the last version to release those artifacts. The official deprecation notice can be found here. Using any of the deprecated versions (before it was removed) should also produce a warning in (at least) Android Studio and IntelliJ.
Use kotlin-stdlib-jdk7 instead. It's the same dependency as kotlin-stdlib-jre7 (except newer), but it was re-named to kotlin-stdlib-jdk. kotlin-stdlib-jre is now no longer maintained as a separate dependency.
Both IntelliJ and Android Studio currently generate new projects using kotlin-stdlib-jre7; this likely is a bug. They have probably not updated the project generators. Therefore, you have to manually replace the dependencies with working ones until they fix this. This is dependent on the Kotlin plugin. Update it if you haven't. I haven't checked whether it's been patched or not - if it has, that only fixes the creation of new projects. For updating from older versions, the rest of the answer still applies
You naturally have to do this if you're on 1.2.71 or lower, and you're upgrading to 1.3.0 or higher.
These are the new valid dependencies as of Kotlin 1.3.0:
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version"
Where $kotlinVersion is either a variable containing the version, or a hard-coded version (i.e. 1.3.0)
Alternatively, you can use the "plain" stdlib (kotlin-stdlib) instead of the JDK-specific versions. But you have to change your dependency either way, so I recommend you go with kotlin-stdlib-jdk7, or if you plan on using Java 8, kotlin-stdlib-jdk8
The newest versions of the dependencies can also be found here. jdk7, jdk8, and the version-unspecific stdlib all follow the same versions (as per this edit - this could change in the future, but there'll likely be notices before that change happens), so whether you check jdk8, jdk7 or the regular one, all the versions should be universally available across the stdlib artifacts.
Note for other build systems
The same actual solution applies to other build systems as well, but the code is different. As there are a lot of build systems, I'm not going to include all of them, but the point is changing the artifact from kotlin-stdlib-jre[num] to kotlin-stdlib-jdk[num] (without brackets of course). Or, as mentioned earlier, kotlin-stdlib.
Independently of the build system, this bases itself on access to Maven Central and similar repositories. If your build system doesn't support this, and/or breaks with Maven-style conventions and repositories, you'll have to find what works for your build system.
TL;DR:
Use org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version or org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version (depending on which version you originally used) instead.
Remove this line from the build.gradle:
implementation"org.jetbrains.kotlin:kotlin-stdlib-jre7:$kotlin_version"
Add this line in the build.gradle:
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version"
Update the version build.gradle in project level:
kotlin version='1.3.0'
I am building my MobileFirst 7.0 (MF Version 7.0.0.00.20150312-0731 Consumer Edition) Hybrid application through "app-builder" ant task. During the build process it is giving me below warning:
[app-builder] Apr 08, 2015 10:23:05 AM com.worklight.builder.sourcemanager.handlers.android.AndroidManifestSourceHandler checkBuildTarget
[app-builder] WARNING: FWLST1119W: Android build will fail because the API level used to compile the project is not supported by the MobileFirst Platform Studio.
[app-builder] It is recommended to use Android API level 21 which is the latest API level supported by the IBM MobileFirst Platform Studio. Use the Android SDK Manager to install API level 21, configure your project to build with API level 21 by updating the Project Build Target in Project / Properties / Android dialog.
[app-builder] Apr 08, 2015 10:23:10 AM com.worklight.ant.builders.ApplicationBuilderTask execute
[app-builder] SUCCESS: FWLST2001I: Successfully built environments: [common, ipad, android, iphone]
I have configured API my project to use API level 21, even then it is giving me the same warning. Is there any other place where I have to change the API level?
Following are the changes I made:
AndroidManifest.xml : <uses-sdk android:minSdkVersion="10" android:targetSdkVersion="21"/>
project.properties : target=android-21
Project Build Target in Project / Properties / Android dialog : Target Name: 5.0.1, API Level : 21
Because the build is not actually failing and the end product is still functioning, I tend to believe this is a false positive and the warning can be ignored.
It most likely is being generated erroneously.
This will be investigated regardless.
in case of the build failed Maximo anywhere need specific Android SDK Platform-tools, Android SDK Tools and API try to know the correct versions compatible with your version of anywhere you can review this link:
https://www.youtube.com/playlist?list=PLOBy7UFdPupdUa_d1_4eztcUqIEICubJX
this link shows you Maximo anywhere 7.6.3 installation steps from start to end it may help you
How can the earlier created 32 bit titanium app be converted into 64 bit app,what are the requirements for the titanium app to have 64 bit support??
Titanium iOS apps need to be 64 bit for a first upload by now as standard or if it's pre existing in the App store this won't have to be done till June 1st.
First make sure you are compiling your apps for Titanium 3.5.0 or greater. Download this and then rebuild your app against this.
Next you'll need to make sure all included architectures are 64 bit.
You can check any pre existing included modules comply or if they need updating via this handy NPM cli tool - Usage and how to install are included on this page.
https://www.npmjs.com/package/ti-64
This will then list any modules that need updating. You have two options here, wait for the author to update them for the change or be pro active and compile the module to be 64 bit yourself.
If you open up the module in xCode you can specify a new architecture to build for and compile it again.
This article covers all update needs:
http://www.tidev.io/2015/01/09/how-to-update-your-app-and-modules-for-64-bit-support/
Is Android Device defaultly support mono ? or
We need to install any thing on android device for supporting Mono(which the application developed by Xamarin).
Xamarin's mobile/Mac solutions use a different approach compared to Microsoft .NET. The rules are,
You don't need to install a .NET/Mono runtime on Mac or iOS or Android devices before installing an app.
When you build the deployment packages of your app (Mac/iOS/Android), Mono compiler tool chain automatically merges your binaries with Mono binaries so the final packages are self contained (they contain every bits needed without dependencies on external components). This is required by Mac App Store, iOS App Store, and various Android app stores.
Note that because that Mono bits are embedded in each packages built, those packages are slightly larger than the ones created using Objective C or Java.
I don't think it supports mono by default.
http://mono-project.com/Start