I already create an .aar (android library) files in android studio and want to call/use it in nativescript-vue project.
I have placed the aar file in "app/App_Resources/Android/libs" folder.
Based on my reading, in typescript the way to call the method in aar files is by calling com.package.MyClass.
My question is , how to call it in .vue files. I have tried to call the method using the same approach but its produce an error :
Module not found: Error: Can't resolve com.package.MyClass
Can someone please help me on this.
Your help is very much appreciated.
You may simply place your AAR file in your App_Resources/Android/libs directory, CLI will pick it up at build time and the native APIs should be available at runtime within your project.
Try a clean build if you see errors, make sure the AAR is picked up. You might be able to verify it from the CLI logs. If you still see issues, make sure the class you are trying to access is public.
I'm not sure it's possible to use the android lib directly in the main project or not. In my way, I create a NS plugin that includes the .aar library, then add this plugin to the main project & use the methods defined in the .aar library without problem.
If you place the .aar library in the main project, you should check if that .aar library is installed by running tns build command & look at console log. If it's installed together with the project, that means you can use the lib method in .vue or any .js files.
Related
I have followed the NativeScript documentation on adding Objective-C code to a NS project although I am struggling to call the Objective-C code in my iOS project. I am only trying to implement appPlugin.h and appPlugin.m files into my project.
My folder structure for the Objective-C files are as follows:
Project/app/App_Resources/iOS/src/...
I have also tried creating a NativeScript plugin that gets added to the dependencies in the projects package.json.
Are there any additional files that need to be added to make the Objective-C code compatible with the NS project. The documentation simply says run "If you run 'tns prepare ios' you will see that the files are now part of the project."
Link to the documentation I have been following:
https://www.nativescript.org/blog/adding-objective-c-code-to-a-nativescript-app
https://docs.nativescript.org/plugins/building-plugins
SOLVED: Files are added to the TNSNativeSource folder (Check in Xcode) and are available to use like any JS object.
Presently having an annoying time getting a jar added to the external library for the project, then in turn not disappear when syncing and the imports working. Adding I figured out and answered in another question. The issue is to keep persistent and accessible to a jar I create within the project for import.
I am not sure if I am missing a step or forgot to set something. I am using a modified gradle (forgegradle) to create the project. Have not found a solution with the documentation, or any for IntelliJ yet. I am generally new with IntelliJ, choosing to use it instead eclipse which I have previously used.
The goal is a to create an add-on for a mod to another jar. The main jar already in the external library from the start, now attempting to add the mod to it. I could modify the mod, but it is not my code, so rather not simply modify it directly and repackage it.
a jar added to the external library for the project, then in turn not disappear when syncing and the imports working
If you are using an external build tool / system that syncs with IntelliJ it is recommended to use that build tool / system to add dependencies.
IntelliJ will always take a backseat, and treat the build tooling / system as the source of truth for the project model as best it can.
You mention you are using gradle, I would recommend adding the dependency as a managed dependency that is, let gradle download it from a repository, and resolve the dependency/library itself.
If you can not do this, and you can't host a repository yourself, The next best recommendation I have, is creating a 'libs' folder inside the project, that contains jars that can't be found in repositories (They may be mods or plugins that were never published)
You can read up on how to add a library folder to gradle here: How to add local .jar file dependency to build.gradle file?
I have integrated the Steam API with my project and I had to add the actual API to the include directories of my DebugGame_Editor Configuration as well as the library directory.
The editor has been building properly for a month and Steam runs in-game, but now I have gotten to packaging my game and I am getting an error:
Cannot open include file: 'steam/steam_api.h': No such file or directory.
I assume that the configuration that it is using to package the game is missing those include directories and the library directory. Which configuration does UE4 use when packaging a game for Win64? There are like 40, and I don't want to try each and every one.
Engine Version: 4.7.6 from source (GitHub)
Edit:
I have gone through all configurations in the configuration manager in Visual Studio and added the two directories to the include and library sections of both Win32 and x64 in all of them (except the ones that say Mac or IOS), but no dice. It still throws that error message when it is trying to build ProjectName.generated.cpp
I'm not sure what to try next.
So I was able to fix this problem by including the files with an absolute path, rather than relying on relative include paths.
I need to extend Titanium's Android Webview with some additional functionality, however I'm not able to build my titanium project after including my created module.
My module has the titanium-ui.jar on it's build path and I have copied the original Titanium WebViewProxy.java into my module project. I haven't added any custom code to WebViewProxy.java yet.
This is the project hierarchy of my module, together with the build.properties file.
When building the module, I get an exception but the module seems to get built anyway, this must have something to do with the final problem. When I remove the WebViewProxy.java and keep the titanium-ui.jar on my build path, building the module and including it in my titanium project works fine.
Here's the full console log of the build script of the module: http://pastebin.com/G2LSkFLF
This is what happens when I try to run my titanium project using the generated module (the one, that threw the exception while building)
Does anyone know how to solve this? Maybe some different approach at all? I have some special url schemes in my app and I need to handle them. I have already a similar module for iOS, which works fine.
Thanks.
Ok, I finally found the solution. It was so easy... The WebViewProxy.java had to be adjusted a little bit.
#Kroll.proxy(creatableInModule=UIModule.class, propertyAccessors = {
has to be
#Kroll.proxy(creatableInModule=CustomwebviewModule.class, propertyAccessors = {
UIModule.class has to be replaced with the class name of your Module.
I have a dll which provides a simple functionality (called HelloCpp.dll) and
I need to access to the content of this library from Karaf container via REST calls.
I created a simple maven bundle which provides the REST api and a class (HelloJNI) which loads HelloCpp.dll using: System.loadLibrary("HelloCpp");
I have also addressed this dll in my POM file using: <Bundle-NativeCode>HelloCpp.dll</Bundle-NativeCode>
I have coppied the dll in both project directory and also karaf/lib folder.
I can successfuly install the bundle and I don't receive any compilation error as well, but when I deploy my bundle into Karaf container and try to start bundle, I get this error message: No matching native libraries found.
Could you please help me to solve the problem? Maybe I don't address the dll correctly in the POM file.
Thanks in advance,
Mandana