Android Studio New Game Activity Project fails cmake build - cmake

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.

Related

How to build gstreamer-sharp with monodevelop/xamarin?

i'm developer of AudioCuesheetEditor, an application for editing audio cuesheets. The new Version should be able to play back sound, so I would like to use gstreamer as backend. I investigated a bit in gstreamer and found out, that I need to use version 1.x with gstreamer-sharp 0.99.x binding. No problem, downloaded gstreamer-sharp 0.99.0, opened the solution with monodevelop (on linux) or xamarin (on windows) and tried to build the dll, but that didn't work. I get the error "namespace Gst.GLib" not found.
I'm developing with xamarin/monodevelop and need to have a portable app (working with mono/.net).
Can anyone help me, get gstreamer-sharp build?
Thanks in advance!
gstreamer-sharp is currently not supported on Windows, however you can compile the managed parts on linux and compile the glue on Windows using Visual Studio:
Install gtk-sharp 3.0 from https://github.com/mono/gtk-sharp
Compile gstreamer-sharp using ./autogen.sh && make
Take the compiled glib-sharp and gstreamer-sharp binary and all .c files from sources/glue/
Download and install gstreamer binaries from http://gstreamer.freedesktop.org/data/pkg/windows/1.2.2/ and install the development and binary packages for the architecture you want to compile for. You can use gstreamer 1.0 or 1.2.
Use the Visual Studio template from the gstreamer-devel package and change the project type to library. Add the c files taken from the sources/glue folder and compile the glue library. The library should be called libgstreamersharpglue-1.0.0.dll
Put the managed parts together with the native symbols.
EDIT:
Compiling the glue is now easier on Windows! Someone set up a project which can compile the glue using Visual Studio on Windows. I have a fork which has binaries at https://github.com/xDarkice/libgstreamersharpglue
gstreamer-sharp uses autotools for its build system, you cannot build it with an IDE. Please do the autotools dance:
./autogen.sh --prefix=/the/prefix/where/you/want/to/install
make
sudo make install

"classes.dex not found. Try to rebuild project" in Android Studio

I'm unable to build Android project using Android Studio 0.1.3. Everything worked fine until latest SVN update of the project. This is strange, because no settings were changed (SDK, dependencies etc.). I also didn't update any tools. I keep getting the error:
Android Packager: [trunk] File /home/matis/.AndroidStudioPreview/system/compile-server/apilot_f8e91252/android/intermediate_artifacts/trunk/classes.dex not found. Try to rebuild project
There are no errors in source code, I can build and deploy it on a device without problems using Eclipse. I'm using SDK rev. 17 with SDK Tools rev. 22.
I tried to build source from earlier SVN revision, but the same thing happens.
Has anyone else experienced similar problem? How can I solve it?
Update
After some investigation I found out that dx tool doesn't get called at all (I modified its script so it would create some file if run), but aapt is called properly.

RestKit.h Not Found When Building With Xcode Product > Profile

I have an app that uses RestKit 0.10.2 and I can build and run the app just fine in the Xcode 4.4.1 simulator using iOS 5.1.1. I can also run Analyze without any issues. However, when I go to try and Profile the app, the build fails with Lexical or Preprocessor Issue RestKit/Reskit.h file not found.
Here's what I have in Header Search Paths > Debug on the target:
$(BUILT_PRODUCTS_DIR)/../three20
$(BUILT_PRODUCTS_DIR)/../../three20
"$(BUILT_PRODUCTS_DIR)/../../Headers"
What could I be missing? When I upgraded from 0.94 to 0.10.2 I completely removed Restkit from my project and re-imported it because I was having a lot of issues trying to get this exact same problem resolved for a normal run. Any ideas?
Profile uses a Release build by default, not Debug (since it makes no sense to profile a debug build). Make sure Header Search Path -> Release is also filled in.

How do I upgrade Flash Builder 4.6 to AIR 3.4?

AIR 3.4 was just released, with features like workers and native APN support.
How do I upgrade my existing Flash Builder installation to use the new AIR SDK?
Upgrading Flash Builder 4.6 to AIR 3.4
Directions for Mac OSX.
1) Go to the sdks directory in your existing FB directory. On my machine it's /Applications/Adobe Flash Builder 4.6/sdks.
EDIT: I discovered that the merged Flex/AIR SDK is available here: http://gaming.adobe.com/getstarted/
The merged version of the instructions I had here before do not result in a stable SDK. Download the SDK from the link above, unzip it somewhere (be aware that it will overwrite your existing 4.6.0 directory if you unzip it under the sdks directory in Flash Builder), and then do the following.
2) Add the new SDK to Flash Builder, under Project -> Properties -> Flex Compiler -> Configure Flex SDKs. Click Add, then choose the new SDK folder.
Add the following command line flag to your project, in the "Additional compiler arguments" field:
-swf-version=17
3) Change the target in your -app.xml file (root of your project directory) to 3.4:
<application xmlns="http://ns.adobe.com/air/application/3.X">
to
<application xmlns="http://ns.adobe.com/air/application/3.4">
4) Start using new features like workers and iOS push notification support. Create engaging apps, bring in da mad coin, and retire young and happy after paying me a modest (percentage-wise, that is) stipend for enabling your new-found financial independence.
That should do it.
don't the following files:
-air-config.xml
-airmobile-config.xml
-flex-config.xml
-the build.xml files located in themes
-flex-config.xml
need to be changed also in order to use the 3.4 sdk?

How do I use a new framework I have built?

I have had some issues with the AWS IOS SDK framekit, since it was not built to work with OSX apps. I found a modified version of the SDK that Brad Larson created.
The directory structure looks something like:
AWSiOSSDK.framework/
src/
--Amazon.Runtime/
--Amazon.S3/
..
--AWSCocoa/
----AWSCocoa_Prefix.pch
----AWSCocoa.xcodeproj
----etc
--include/
So if I go into the xcode project, and build AWSCocoa it compiles. But when I look at the timestamp on the AWSiOSSDK.framework, it hasn't changed. So I don't know what compiling this AWSCocoa gets me, or where I can find the files it creates. So assuming that building AWSCocoa.xcodeproj is supposed to build a new version of the framework compatible with OSX development, where do I find and link what I've built?
The AWSiOSSDK.framework bundle is a precompiled framework, probably left over from my earlier experiments in making a Mac version of this (since you can't use frameworks like this with iOS, only static libraries). Ignore that.
If you are using Xcode 4, your built framework will be created somewhere in your ~/Library/Developer/Xcode/DerivedData/ directory. To find where it lies, go to your project navigator in Xcode 4, expand the Products group, right click on AWSCocoa.framework, and select Show in Finder. This is no different from any other third-party framework you would compile.
Nominally, you'll want to add this framework as a target dependency in your application so that it is built alongside that. You'll also have to make sure that the framework is copied into the appropriate location within your application bundle so that it can be used by your application at runtime.