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.
We are creating an android application in MF 6.3. When we are building our project and passing the application url and context path in the "Build Setting And Deploy Target". These entries is save in the shared preference of apk in WLPrefs.xml file in the flat file like this.
https://localhost:0443/worklight
If we have jail-braked device we can extract this URL.
Is there is any way to encrypt these shared preference entries in Mobile First 6.3.
Thanks in advance.
IBM offers product integration with the Trusteer SDK that can detect rooted devices in the case of Android (only iOS devices are termed "jail broken") and allow you to, for example, disallow running the app.
You can read more about Trusteer integration here: https://developer.ibm.com/mobilefirstplatform/documentation/integration/trusteer-android-integration/
You can also attempt to use Android ProGuard; not sure it'll help.
It is not officially supported in v6.3, but the instructions for 7.0 may work for 6.3 as well: http://www-01.ibm.com/support/knowledgecenter/SSHS8R_7.0.0/com.ibm.worklight.deploy.doc/admin/c_pg_obfus_intro.html
How to install air 2.5 sdk for flash builder4?
Download latest AIR SDK. Find your FB installation folder. Open folder "sdks", then select sdk version you need (e.g. "4.0.0"). Unpack files from AIR SDK there (their structure should match, and they will have some common files, like "AIR SDK Readme.txt").
Please follow the following steps for Install new Sdk for flash Builder.
1.Download the sdk from adobe site.
2.Go to installation folder of flash builder
3.open sdk folder.
4.Copy old sdk folder and paste it in the sdk folder(rename it)
5.Now unzip the newly downleded sdk into that folder.(replace
all old files while popup prompt for that).
6.Restart the Flash builder if it already run.
Enjoy.
I downloaded Carbide.c++ 1.2 and also downloaded the SDK S60 2nd Edition CW.
I installed the SDK and it is recognized in the Window->Preferences->Carbide C++->SDK preferences.
but when I try to create a new project, the templates related to the SDK aren't displayed.
and the editor seems not to detect the SDK.
has anyone ever experienced this ?
how do you solve it ?
Attilah, these are quite old versions of both the SDK and Carbide. But if you need to develop an app for an S60 2nd edition device this makes sense. I don't have either of this installed currently, so it's hard to diagnose exactly.
You said the SDK is recognized. In the SDK preferences, if the checkbox next to the SDK is turned off then the SDK is disabled. Make sure it's enabled.
One thing you could try is to turn of the "Filter templates based on enabled SDKs" checkbox in the new Symbian OS C++ project wizard.
Also, you could try importing one of the example apps from the SDK to confirm you can import and build the project OK.
If you decide to do any work with 3rd or 5th edition phones then you can get the latest Carbide from http://developer.symbian.org/main/tools_and_kits/downloads/view.php?id=2
i have installed the latest iphone sdk 3.0 beta 5, and trying to submit the first application build from this sdk,but when i upload to itunes connect, it give me the message "The binary you uploaded was invalid. The value provided for the key MinimumOSVersion is not acceptable." and cannot be uploaded. therefore i edit my info.plist file in the project and set this key to 2.2.1,like
<key>MinimumOSVersion</key>
<string>2.2.1</string>
and upload again but it still return the same message,have anybody met the same issues and how to get rid of this?
You SHOULD NOT specify MinimumOSVersion in your Info.plist. From the Information Property List Key reference:
MinimumOSVersion (String - iPhone OS, Mac OS X). When you build an iPhone application, Xcode notes the target OS (as determined by the Base SDK selection) as the MinimumOSVersion property. Do not specify this property yourself in the Info.plist file; it is a system-written property. When you publish your application to the App Store, the store indicates the iPhone OS release on which your application can run based on this property. It is equivalent to the LSMinimumSystemVersion property on Mac OS X.
What you need to do is change the Deployment Target setting in your project. The Deployment Target specifies the minimum OS you would like your application to run on. This is regardless of the SDK you build against, which should always be the most recent SDK so you can ensure your application runs correctly on the most recent OS version available. So, in short:
Set the Base SDK to be the latest OS available
Set the Deployment Target to be the earliest OS you'd like your app to run on.
Manually editing the Info.plist file is really just fooling the App Store into thinking your app can run on an OS it isn't built to run on, which could yield unpredictable results.
Please read the notice in the iPhone developer centre. You CANNOT use the iPhone 3.0 SDK to build apps for the App Store at the moment, not even if you compile them for the 2.x OS. You have to compile an app using the 2.x SDK to submit it to the App Store.
You can install both sets of developer tools side by side. When you get to the screen where you select which parts of the package you want to install, you can select an alternative destination for the install.
I had the same problem. Heres how to fix it!
My project was called SuperTennis, so I clicked the project in xcode, and clicked Get Info. Under the General tab, change "Base SDK for all iPhone configurations" to iPhone OS 2.0, then go into the build tab, and change "Base SDK" to "iPhone OS 2.0", then build it for your device. Reveal the app in finder, and then continue on, to upload it. Email me at ryan2925 at gmail.com if you want some more help. I hope this works for you, and anyone else reading.
I got this error when I finally upgraded things from 2.2.1 to the 4.0 SDK, and tried to use an existing project.
I had to:
Click on the project in XCode, then click on Info.
Click 'Build'
Pay attention to what 'Configuration' you are setting. Are you accidentally setting distribution when you are trying to debug?
Set 'Base SDK' to the highest possible.
Change 'Target Device Family' to whatever it is you are doing.
Set 'iPhone OS Deployment Target' to your device's OS (you can check by going to Window > Organizer).
My main time sink was setting my distribution settings when trying to debug and not realizing it.
Try this:
ARMV6: before iPhone 3GS
ARMV7: including and after iPhone 3GS
"Proj." and "Target(s)" right-click, Get Info. Select:-
Base SDK: iPhone 4.0 (latest s greatest)
Standard: ARMV6, ARMV7
Uncheck build for Active Architecture
Deployment Target: 4.0 (not older ones 3.1.3; you don't have the SDK if you upgrade to 4.0)
Compiler section: Ensure that both ARMV6 and ARMV7 checkboxes are ticked under Generate Code, Thumb section.
The binary output is slightly bigger as it is generic code that supports both architectures.
If you want to support ARMV7 only, don't check ARMV6 in compiler section, selection code optimised for ARMV7, check active architecture only. In info.plist, add armv7 in UIRequiredDeviceCapabilities items. This field already exists in info.plist and probably has other system requirements auto-specified.
Right click on your project and go to your build tab. Near the top of the list you can specify your Base SDK. This is the minimum you will compile against. After this your build settings drop down will have the older versions. When you go to make your distribution make sure you aren't using 3.0 cause that will cause your binary to get rejected (as you found out).