Kotlin-android: Unresolved reference - android

I have received this project from the previous developer, and he said everything is working fine on his end. But on my end, when I try to sync the project I get a lot of errors, and I don't know where to even start. One of them is this:
Here's that code:
private fun setupScrollDirection() {
val allowHorizontalScroll = config.scrollHorizontally && config.viewTypeFolders == VIEW_TYPE_GRID
excluded_vertical_fastscroller.isHorizontal = false
excluded_vertical_fastscroller.beGoneIf(allowHorizontalScroll)
excluded_vertical_fastscroller.allowBubbleDisplay = config.showInfoBubble
excluded_vertical_fastscroller.setViews(manage_folders_list) {
excluded_vertical_fastscroller.updateBubbleText(getBubbleTextItem(it))
}
}
I have a lot more errors of the same type, like this one for example:

Please have a call with the other developer and ask him/her to share his screen on call.
When the screen is being shared, ask the developer to Ctrl+ Click on beGoneIf variable/function and then check where the beGoneIf is defined in the project. This way you can check whether the required library/dependencies used by other developer is present in your local project or not.

Related

How do I set up assistant shortcut suggestions with actions.intent.OPEN_APP_FEATURE?

So I'm just wondering why my code isn't working. How do I give AppShorcutIntent a specific intent with an action and data and stuff like that?
This is my code so far:
val appShortcutIntent = AppShortcutIntent.builder()
.setIntentName("actions.intent.OPEN_APP_FEATURE")
.setPackageName("com.app.name")
.setIntentParamName("feature")
.setIntentParamValue("")
.build()
shortcutsClient.lookupShortcut(appShortcutIntent)
.addOnSuccessListener { shortcutLookupResult ->
if (shortcutLookupResult.isShortcutPresent) {
shortcutsClient.createShortcutSettingsIntent().addOnSuccessListener { intent ->
requireActivity().startActivity(intent)
}
return#addOnSuccessListener
}
val signalShortcut = AppShortcutSuggestion.builder()
.setAppShortcutIntent(appShortcutIntent)
.setCommand("feature on")
.build()
shortcutsClient.createShortcutSuggestionIntent(signalShortcut).addOnSuccessListener { intent ->
requireActivity().startActivity(intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK))
}
}
I have tried so many different things and none of it seems to want to work the way I want. I know the question doesn't have anything specific as the parameter value but no matter what I set the param value too it still just doesn't get recognized as a unique intent when I use the shortcut.
The in-app promo library API doesn't deal with Android intents. It deals with Assistant's built-in intents, which are an entirely different things (even though they are both called "intents"). In the example you copied, it refers to the BII called OPEN_APP_FEATURE.
By using this API, you are telling Assistant how to create a shortcut that launches the app using a BII that it is already configured to handle. This BII is important because it carries the ability to recognize natural language queries associated with it. Android intents don't have that context.

Firebase SDK Auth Package Trouble with Automatically Loading Scene Once Authenticated Unity

I am stuck with a functionality of the Firebase SDK (Auth package) regarding the Scenes and it's integration. Here's how they work:
1st: Loading Scene
Here, I just added the FirebaseInit code EXACTLY as suggested by Patrick, which it's only function is to call the next scene (Login/Register) once everything loads correctly.
2nd: Login/Register Scene
Here I do all the Login AND ALSO the register logic. I set up a button that alternates between the two (Activating the respective parent gameObject within the Canvas). Once the user log's in, the 3rd scene comes into play.
3rd: App's Main Screen Scene
Main Screen of the app, where the user can LOGOUT and return to the Login Scene.
Problem
I added the 'LoadSceneWhenUserAuthenticated.cs' in the 2nd Scene, and it works (kind of).
It actually does what it is supposed to. If I log in, quit the game without loging out, and open it again, it does come back directly to the 3rd scene. BUT some things are happening and they aren't supposed to.
First
When I Sign Up a user, I call the method 'CreateUserWithEmailAndPasswordAsync()'. Once it completes, it should activate the login screen and stay there, waiting for the user to fill in the password, but the 'FirebaseAuth.DefaultInstance.StateChanged' comes into play and forces the 3rd screen to be loaded, skipping several other steps that should be taken (email registration for example).
Second
As I mentioned in the end of number 1 above, if I try to log in to an account that does not have it's email verified, it works! (due to the 'LoadSceneWhenUserAuthenticated.cs' which is added in the scene). Code:
var LoginTask = auth.SignInWithEmailAndPasswordAsync(_email, _password);
LoginTask.ContinueWithOnMainThread(task =>
{
if (task.IsCanceled || task.IsFaulted)
{
Firebase.FirebaseException e =
task.Exception.Flatten().InnerExceptions[0] as Firebase.FirebaseException;
GetErrorMessage((AuthError)e.ErrorCode, warningLoginText);
return;
}
if (task.IsCompleted)
{
User = LoginTask.Result;
if (User.IsEmailVerified == true)
{
UIControllerLogin.instance.MainScreenScene();
}
else
{
warningLoginText.text = Lean.Localization.LeanLocalization.GetTranslationText($"Login/VerifyEmail");
}
I know that it's possible to fix this issue by adding an extra scene just before the login scene (as Patrick does in the youtube video) but it doesn't make any sense in my app. It would actually only harm the UX of it.
Patrick's Video:
https://www.youtube.com/watch?v=52yUcKLMKX0&t=264s
I'm glad my video helped!
My architecture won't work for every game, and I tried to boil it down to the bare minimum to get folks started. You may be able to get the functionality you want by adding an additional check in HandleAuthStateChanged:
private void HandleAuthStateChanged(object sender, EventArgs e)
{
if (_auth.CurrentUser != null && !_auth.CurrentUser.IsAnonymous && _auth.CurrentUser.IsEmailVerified)
{
SceneManager.LoadScene(_sceneToLoad);
}
}
but it does sound like, at this point, you'll want to build out a more robust registration/sign in flow that fits your use case.
If you need more help, I might suggest re-posting on the community mailing list or the subreddit. Those resources may be more better suited to discussing various pros/cons of different architectures or spitballing ideas (and feel free to link to any new posts in a comment so myself or others interested can follow along).

Pepper Robot - How to launch tablet applications through DialogFlow?

I'm trying to incorporate Pepper's built in Android tablet more in DialogFlow interactions. Particularly, my goal is to open applications installed on the tablet itself for people to use while they're talking with Pepper. I'm aware there is a 'j-tablet-browser' app installed on Pepper's end that can let a person browse the tablet like an ordinary Android device, but I would like to take it one step further and directly launch an Android app, like Amazon's Alexa.
The best solution I can up with is:
User says specific utterance (e.g. "Pepper, open Alexa please")
DialogFlow launches the j-tablet-browser behavior
{
"speak": "Sure, just a second",
"action": "startApp",
"action_parameters": {
"appId": "j-tablet-browser/."
}
}
User navigates the Android menu manually to tap the Alexa icon
My ideal goal is to make the process seamless:
User says specific utterance (e.g. "Pepper, open Alexa please")
DialogFlow launches the Alexa app installed on the Android tablet
Does anyone have an idea how this could be done?
This is quite a broad question so I'll try and focus on the specifics for launching an app with a Dialogflow chatbot. If you don't already have a QiSDK Dialogflow chatbot running on Pepper, there is a good tutorial here which details the full process. If you already have a chatbot implemented I hope the below steps are general enough for you to apply to your project.
This chatbot only returns text results for Pepper to say, so you'll need to make some modifications to allow particular actions to be launched.
Modifying DialogflowDataSource
Step 2 on this page of the tutorial details how to send a text query to Dialogflow and get a text response. You'll want to modify it to return the full reponse object (including actions), not just the text. Define a new function called detectIntentFullResponse for example.
// Change this
return response.queryResult.fulfillmentText
// to this
return response.queryResult
Modifying DialogflowChatbot
Step 2 on this page shows how to implement a QiSDK Chatbot. Add some logic to check for actions in the replyTo function.
var response: DetectIntentResponse? = null
// ...
response = dataSource.detectIntentFullResponse(input, dialogflowSessionId, language)
// ...
return if (reponse.action != null) {
StandardReplyReaction(
ActionReaction(qiContext, response), ReplyPriority.NORMAL
)
} else if (reponse.answer != null) {
StandardReplyReaction(
SimpleSayReaction(qiContext, reponse.answer), ReplyPriority.NORMAL
)
} else {
StandardReplyReaction(
EmptyChatbotReaction(qiContext), ReplyPriority.FALLBACK
)
}
Now make a new Class, ActionReaction. Note that the below is incomplete, but should serve as an example of how you can determine which action to run (if you want others). Look at SimpleSayReaction for more implementation details.
class ActionReaction internal constructor(context: QiContext, private val response: DetectIntentResponse) :
BaseChatbotReaction(context) {
override fun runWith(speechEngine: SpeechEngine) {
if (response.action == "launch-app") {
var appID = response.parameters.app.toString()
// launch app at appID
}
}
}
As for launching the app, various approaches are detailed in other questions, such as here. It is possible to extend this approach to do other actions, such as running or retrieving online data.

Android dynamic feature module, resource not found

I'm having a problem starting an activity in a downloaded feature module when it's published to the play store. It always crashes on setContentView() in the downloaded modules activity.
java.lang.RuntimeException: Unable to start activity ComponentInfo{xxx/xxxActivity}: android.content.res.Resources$NotFoundException: Resource ID #0x7e080000
Caused by: android.content.res.Resources$NotFoundException: Resource ID #0x7e080000
at android.content.res.ResourcesImpl.getValue(ResourcesImpl.java:227)
at android.content.res.Resources.loadXmlResourceParser(Resources.java:2149)
at android.content.res.Resources.getLayout(Resources.java:1158)
at android.view.LayoutInflater.inflate(LayoutInflater.java:421)
at android.view.LayoutInflater.inflate(LayoutInflater.java:374)
at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:469)
at androidx.appcompat.app.AppCompatActivity.setContentView(AppCompatActivity.java:140)
The really strange part is that if I publish a new version of the app (only change is versionCode) to play store and update the app everything works perfectly.
When I uninstall the app and install it again the crash returns.
my Application is inheriting SplitCompatApplication() and just to be sure I've since tried to add:
override fun attachBaseContext(newBase: Context?) {
super.attachBaseContext(newBase)
SplitCompat.install(this)
}
to the activty in the feature module and disabled proguard to make sure nothing is removed during minify
My SplitInstallStateUpdatedListener
private val listener = SplitInstallStateUpdatedListener { state ->
val multiInstall = state.moduleNames().size > 1
state.moduleNames().forEach { name ->
// Handle changes in state.
when (state.status()) {
SplitInstallSessionStatus.DOWNLOADING -> {
// In order to see this, the application has to be uploaded to the Play Store.
displayLoadingState(state, "Laddar ner $name")
}
SplitInstallSessionStatus.REQUIRES_USER_CONFIRMATION -> {
/*
This may occur when attempting to download a sufficiently large module.
In order to see this, the application has to be uploaded to the Play Store.
Then features can be requested until the confirmation path is triggered.
*/
startIntentSender(state.resolutionIntent()?.intentSender, null, 0, 0, 0)
}
SplitInstallSessionStatus.INSTALLED -> {
if(toInstall.isNotEmpty() && toInstall.contains(name)) {
toInstall.remove(name)
}
if(toInstall.isEmpty()) {
// Updates the app’s context with the code and resources of the
// installed module. (should only be for instant apps but tried it anyway, no change)
SplitInstallHelper.updateAppInfo(applicationContext)
Handler().post {
viewModel.goToOverview()
}
}
}
SplitInstallSessionStatus.INSTALLING -> displayLoadingState(state, "Installerar $name")
SplitInstallSessionStatus.FAILED -> {
toastAndLog("Error: ${state.errorCode()} for module ${state.moduleNames()}")
}
}
}
}
This code downloads modules depending on user claims and starts an activity in the base app
The downloaded modules activity is then started from a BottomSheetDialogFragment like this:
xxx.setOnClickListener(view -> {
Intent intent = new Intent();
String packageName = Constants.MODULE_BASEPACKAGE + "." + Constants.MODULE_XXXXX;
intent.setClassName(getActivity().getPackageName(),packageName + ".XxxxxActivity" );
ParcelUuid parcelUuid = new ParcelUuid(UUID.randomUUID());
intent.putExtra("uuid", parcelUuid);
startActivity(intent);
dismiss();
});
I'm all out of ideas about what to try next. It seems like it's something that doesn't update the resource list until an update is installed and a restart of the app is not enough, or am I just missing something simple?
You can always access the resources from the main project inside the dynamic module, so you could just put your resources for the dynamic module in the main app, and then use the R.java from the main App.
However, the proper way to open these resources is to use SplitCompat.install(this) inside the dynamic delivered activity
This seems to have been a bug in com.android.tools.build:gradle:3.2.1
When I upgraded to 3.3.0 the problem resolved itself.
Hopefully it might help someone else who has this problem...
I had an exactly same problem; fresh install crashes with Resources$NotFoundException, but subsequent upgrade works OK (the dynamic module is not downloaded again). But my case was slightly different, because instead of starting an Activity in the dynamic module, I wanted to load a Fragment through Navigation. In that case, I should have just navigated and let Navigation do its thing without manually checking the module was loaded or not (refer to https://developer.android.com/guide/navigation/navigation-dynamic for more info).
// Just navigate without calling splitInstallManager.installedModules.contains()
findNavController().navigate(DynamicDeliveryDirections.actionDynamicFragment())
If you want to start an Activity, you do need to check whether the module is loaded or not, as you are already doing. I suggest you take a look at Google's example, which does exactly what you are trying to do.
https://codelabs.developers.google.com/codelabs/on-demand-dynamic-delivery/index.html?index=..%2F..index#1
As for my case, I had to make sure the package names were correct. For example, if the main module's package name is com.example.foo and dynamic module is com.example.foo.dynamic_activity, then starting the Activity in the dynamic module would look like the following.
Intent().setClassName(
"com.example.foo",
"com.example.foo.dynamic_activity.DynamicActivity"
).also {
startActivity(it)
}
I don't know why it works, but for me using AppCompatActivity solves this problem

Flickr API on Android?

I want to use Flickr API for downloading the images on Android Phone, can any one give or tell, me about the working sample of Flickr API on Andorid.
I have add the flickr.jar as the external library, and i have the "Key"and "Secret" but i do not know how to download the images.
All it takes is just 3 steps and you will have it implemented.
Step 1: Find your user id.
The easiest way is to use this service http://idgettr.com/
Step 2: Acquire you flickr api key
Just log-in to you account and click this link http://www.flickr.com/services/api/misc.api_keys.html
Step 3: Get the code from the example project from our blog
http://www.quintostdio.com/blog/archives/1117
Add you user id and api key on the FlickrActivity class (in the package com.quintostdio.test.flickr.ui) and run the example. You can copy paste the classes and add it to your project, with no more changes and it will work.
Hi I have built a Flickr Java library for Android: http://code.google.com/p/flickrj-android/
You'll need to look in their documentation on the Flickr site. Most likely will use the Java library and import it into your Android project.
Probably have to instantiate an object, using the Key and Secret. Once you have a valid authentication object, you'll use a provided method (from the docs) to get a picture.
Have a look here: http://www.flickr.com/services/api/
#Todd DeLand answer is pretty accurate even nowadays.
However, I'll speed you up the search and tell you that the flickrj-android is not anymore up to date, as you can check in the Downloads page https://code.google.com/archive/p/flickrj-android/downloads
The other project that is listed in the Flickr API page ( http://www.flickr.com/services/api/ ), Flickr4Java, it's definitely working nowadays since I just tested it today and so far is doing it's job pretty nicely.
Github repo: https://github.com/boncey/Flickr4Java
Gradle config to add in your project (be careful, since in the README it appears another Gradle configuration, which is for the project that Flickr4Java is based on, and is NOT working):
implementation "com.flickr4java:flickr4java:2.17"
As of today, Flickr4Java was last updated on Nov 11, 2017, which is not bad.
This is an example of how I sent a query to get the pictures around a certain location (latitude,longitude):
Thread thread = new Thread(new Runnable() {
#Override
public void run() {
try {
String apiKey = "MY_API_KEY";
String sharedSecret = "MI_API_SECRET";
REST rest = new REST();
Flickr flickrClient = new Flickr(apiKey, sharedSecret, rest);
SearchParameters searchParameters = new SearchParameters();
searchParameters.setLatitude(exampleLatitude);
searchParameters.setLongitude(exampleLongitude);
searchParameters.setRadius(3); // Km around the given location where to search pictures
PhotoList photos = flickrClient.getPhotosInterface().search(searchParameters,5,1);
} catch (Exception ex) {
Log.d(MapApplication.LOG_TAG, ex.getLocalizedMessage());
}
}
});
thread.start();
I would avoid flickr4java. I assumed it worked at first but after incorporating it in to my project I have found that it crashes the app intermittently. very annoying and has been a big waste of time :(. probably works fine under other java apps but does not seem to play well with android :(

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