Trying to build Android app but got clang error - android

I'm new to Android development. So want to start and just build and run Hello World app in my mobile. I've installed NDK, clang-12, Fyne and run
fyne package --os android --appID com.example.myapp
Got
go build -buildmode=c-shared -o /tmp/gomobile-work-791801243/lib/armeabi-v7a/libparts.so parts failed: exit status 2
# runtime/cgo
clang: error: no input files
The project's structure:
parts:
- go.mod
- Icon.png
- main.go
If I run manually from project root (parts)
go build -buildmode=c-shared -o /tmp/gomobile-work-791801243/lib/armeabi-v7a/libparts.so parts
It creates .so file without any error. Seems like it's just about relative path, but how can I fix it? Sorry for providing poor info, really don't know what may be useful. So please write in comments what info do you need and I'll provide it.

Are you running the command from inside the “parts” folder?
Perhaps you have GOOS or GOARCH set which could alter the build path?

You might have a broken development environment when trying to build for Android. Short of reinstalling it, I would recommend using fyne-cross with either docker or podman.
Just install fyne-cross with:
go install github.com/fyne-io/fyne-cross#latest
Followed in your application directory by:
fyne-cross android

Related

Building wpa_supplicant with 'mm' command

I am new to Android. I have the entire source code of Android for the imx platform. I would like to build the wpa_supplicant folder present under external folder. Everytime I make a change, instead of building the entire source, I would like to build only the wpa_supplicant folder. I have read that using the 'mm' command I can do it. However, i am not sure where to find the 'mm' command. For when I type #mm external/wpa_supplicant_8, I get the following error message displayed:
The program 'mm' can be found in the following packages:
* mountmanager
* multimail
Try: apt-get install
I am not sure if I need to do an apt-get install or the binary is present somewhere I else. Can someone help me with this? Also, how do I compile only a single application present in external folder? Please help.
Run the build/envsetup.sh script from your root folder:
path/to/android# . ./build/envsetup.sh
Then lunch for your device, and you'll be able to mm as necessary.
Go to Android directory and run $:source ./build/envsetup.sh
'android$:lunch` and select the configuration which you are building.
Now go to the directory where project located and execute mm or 'mma' (to build the dependencies also)

unable to process assets while packaging cocos2d-x android

I just started working on cocos2d-x to build games. I have completed setup. I am getting below error when I run "HelloCpp" sample.
(skipping file '.gitignore' due to ANDROID_AAPT_IGNORE pattern '.*')
Unable to add 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\assets\fonts\Marker Felt.ttf': Zip add failed
ERROR: unable to process assets while packaging 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\bin\resources.ap_'
ERROR: packaging of 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\bin\resources.ap_' failed
Kindly help me to fix this issue.
Thanks.
This problem has multiple solutions and I tried each one of them, and the last one worked properly. I am giving you the exact steps I took to get it work for me.
1.Check if Cygwin has the neccessary packages, if not install them. The following packages are required -
autoconf, automake, binutils, gcc-core, gcc-g++, gcc4-core, gcc4-g++, gdb, pcre, pcre-devel, gawk, make
(I skipped gcc4-core and gcc4-g++)
2.Tried renaming Marker Felt.ttf to remove the space, however since it gets regenerated, I searched for the file in all of my C: drive and renamed it everywhere.
3.Then I ran Eclipse in Administrator mode.
4.I was getting the same error although only once this time. So I changed the permission of the Asset folder in the build_native.sh itself. Just add the following line at the end of your build_native.sh file.(Taken from here)
chmod 777 -R "$APP_ANDROID_ROOT"/assets
and voila, it worked. I am not sure which one of the step was not required so I put everything here. I am guessing that running eclipse in admin mode was not required, since I can work now in normal mode too. Just in case you get into same problem you can try running it in admin mode.

Phonegap error android sdk build.xml:950 : null returned: 1

I'm trying to launch phonegap android app in android sdk, but I am receiving an error:
[phonegap] detecting Android SDK environment...
[phonegap] using the local environment
[phonegap] compiling Android...
[error] An error occurred while building the android project.Error executing "ant debug -f "/Users/me/Projects/one/platforms/android/build.xml"":
BUILD FAILED
/Applications/Android/adt-bundle-mac-x86_64-20131030/sdk/tools/ant/build.xml:932: The following error occurred while executing this line:
/Applications/Android/adt-bundle-mac-x86_64-20131030/sdk/tools/ant/build.xml:950: null returned: 1
I followed this guide http://docs.phonegap.com/en/2.2.0/guide_getting-started_android_index.md.html but it is not working.
What could have caused this?
You are most likely also getting the line
invalid resource directory name:
/YOUR/PROJECT/ROOT/PATH/bin/res/crunch
right before the error codes, so open up terminal and enter the following:
cd YOUR/PROJECT/ROOT/PATH
rm -fR $(find . -type d -name crunch|xargs)
I just had to cd into the platforms/android dir and run ant clean and it fixed this issue for me.
had the same issue. something that can help is to read ant log as recommend here
to do so run ant -logfile //antLogFile.txt release -f ./AppMain/build.xml
or in the folder itself. i.e : platforms\android run ant -logfile ./antLogFile.txt release
My issue was a file with Hebrew characters on its name..
Hi Sorry for the late answer
An alternative to other solutions possibly OS-X Specific but i was having the same issue and none of the solutions for me worked however the mention of assets made me go back and scour over my build logs and i noted this:
[aapt] /Users/rowdoggnz/Development/cordova/surveyapp/platforms/android/assets/www/lib/fa/Icon
[aapt] : error: Invalid filename. Unable to add.
This was the cause of my error which shared the same error code and line references as the original poster.
OS-X seems to generate ghost icon files for some reason which are not visible in finder due to being hidden, i used an app called "Invisiblix" to view my project folder and removed all of the 'Icon' files and my app would build fine.
I'm guessing the iOS build naturally ignores these Icon files however Ant doesn't.
Hope this helps someone.
If you have more than one project and you are using the same assets eg: images, ant will fail to build. You can use ant clean to remove the cache from other projects and avoid this issue as suggested in this post crunch/resource packaging with aapt in ant build uses cache from other projects
Nevertheless, In my case I just have one project with many images, some of them were called with the same name, but with different letter case. Ant's build process is case-insensitive, so those images were duplicated, being error cause.
My particular fix was to rename or eliminate one of the images to allow cordova build my project.
I was having this issue in OSX using Ionic framework. This was my fix:
I ran this on the command line in the project root folder:
find . -name Icon -exec rm {} \;
What the above does descend through the whole project to search for files name Icon. Upon finding them they are deleted.
After this I ran my build process and all was good again.
Make sure you have installed the prerequisites correctly.

How to setup cocos2dx for android on MacOs Lion?

I am trying to setup cocos2dx with eclipse on a MacOs Lion. I am following the tutorial below:
http://www.raywenderlich.com/11283/cocos2d-x-for-ios-and-android-getting-started
When I try and execute the ndk build shell tool i get the following error:
Davids-iMac:~ davidcavanagh$ /Users/davidcavanagh/Downloads/android-ndk-r8b/ndk-build ;
exit;
Android NDK: Could not find application project directory !
Android NDK: Please define the NDK_PROJECT_PATH variable to point to it.
/Users/davidcavanagh/Downloads/android-ndk-r8b/build/core/build-local.mk:130: *** Android
NDK: Aborting . Stop.
logout
[Process completed]
I have tried defining the NDK_PROJECT_PATH through the terminal by using
export NDK_PROJECT_PATH=/Users/davidcavanagh/Downloads/android-ndk-r8b/
This doesn't work. Can anyone help me as I have been stuck on this for ages. Is there a certain way of setting the path that I am not doing?
Thanks
Re-read and re-read again his tutorial. You shouldn't be executing the ndk-build script without supplying the arguments it needs for building your project.
He mentions using the create-android-project.sh script inside the cocos2d-x directory. Make sure you do that, and follow the steps there where you'll supply the project name, reverse-domain application ID (e.g. com.company.project), and so on. This will generate your project directory inside of the cocos2d-x directory, which you can easily & safely move to another location.
Once you have that project set up, you can import it into Eclipse, which, primarily, allows you to build the Android project, but does not refer to the C++ code directly. (You'd need to get CDT and the NDK plugin to actually hook your C++ code up inside of Eclipse).
Otherwise, what's worked for me so far is to run the build_native.sh script inside the project directory whenever I have new code that I want to test on my device. This script references the jni/Android.mk file, where you need to specify your header paths and *.cpp files (similar to how you'd have to specify all of your implementation files with g++ on the command line).
But before you do that, you need to make sure all the environment variables that build_native.sh uses are set up. You can either put them in your ~/.bashrc file, or you can just stick them in that project directory (up to you. bashrc will make them available to all projects whenever you launch a new terminal, whereas hardcoding them into build_native.sh will only offer them to that specific project). I think all you need is to assign the full paths to NDK_ROOT, COCOS2DX_ROOT, and APP_ROOT, and build_native.sh should run successfully.
If you look down at the bottom of build_native.sh, you'll notice an invocation of ndk-build, along with all the necessary parameters that you were missing in your terminal session.

NDK build error

Hi I am new to Android NDK Development.
MacBook-Pro:JNIexample sk$ ndk-build
usage: dirname path
gmake: /Users/sk/build/core/build-local.mk: No such file or directory
gmake: *** No rule to make target `/Users/sk/build/core/build-local.mk'. Stop.
Why do I get his error?
So I was having the same trouble, and it looks like if I have any directory which is a part of full dir-path which has dir-name with space (' ') in between then 'ndk-build' wont be able to resolve paths. So my directory name "development tools" wasnt good enough so I changed it to "developmenttools" and it worked. If I hard-code the path in 'ndk-build' then it was working so found out the reason.
You need to specify the project you want to build. Like this: ndk-build -C location_of_project.
For example, to build the hello-neon sample that comes with the NDK you would go to your ndk install root and do ndk-build -C samples/hello-neon
The ndk-build tool is actually just a wrapper that calls gmake with the build-local.mk file. It finds the build-local.mk file by creating a relative path rooted at the location of the ndk-built tool. Sounds like you don't have the full NDK installed, or maybe moved the ndk-build tool without moving the rest of the NDK contents?
I also faced this problem. And i solved it and post entire answer here. I hope it helps you.
Please notice that from the error message:
gmake: /Users/sk/build/core/build-local.mk: No such file or directory.
The build/core/builid-local.mk is actually in the ndk's root directory, why is it listed as the /Users/username/build…?
I've encountered the same error on my Macbook. I've put the ndk inside /Applications/Android Studio.app directory, since there is a space between the name, somehow the tool in ndk can't resolve the implied path. That's why the error message is printed.
Later I renamed Android Studio.app to Android-Studio.app and thus resolved the issue.
The solution for me was different. If you look in the ndk-build script, you see it immediately runs `dirname $0` to get the directory to work in.
I was calling "ndk-build" from my command line, which was using a copy of the ndk-build script that I had put in /usr/local/bin/ and so my error was '/usr/local/bin/build/core/build-local.mk: No such file or directory'.
The solution is to be in the ndk folder where the real ndk-build script lives, and use the -C /path/to/project option to tell it where to start. So, 'cd /path/to/ndk' and then run './ndk-build -C /path/to/project'
I was having same problem. I created new workspace and import existing project to it. But forgot to add ndk location in windows->preferences->Android->NDK.

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