JavaFXPorts built apk automatically deleted - android

When I build an apk with JavaFXPorts using gradle android, I find the apk under build\javafxports\android\MyApplication.apk. However, when I run any other gradle task after that, the apk is automatically and instantly getting DELETED.
I am clueless as to why this happens, since I'm not issuing a clean or anything like that.

Every time you run a task from the jfxmobile plugin, the Android, iOS and embedded extensions are added.
According to this, the folders javafxports/android and javafxports/tmp/android are deleted and created all over again. That means that any content there (your apk) will be removed.
If you think this is a bug, you can file an issue here.
You can also try to fix it, for instance by adding a task to do a backup of your apk every time you create it.
Something like this, added to the build.gradle file of your project, should work:
[android, androidInstall].each {task -> task.doLast() {
copy {
from 'build/javafxports/android'
into "build/apk"
}
}
}

Related

Getting error says - "Entry name 'res/layout/test_toolbar.xml' collided" while creating signed apk

I have updated my android studio from 3.5.x to 3.6 today and getting an error while generating signed apk for build variant showing the following message - Entry name 'res/layout/test_toolbar.xml' collided
I don't have any layout named like this one in the whole project at all. I have a custom build variant named "stage" and whenever I am trying to build a signed apk, it always fails. I count find any solution yet. Please help me with this issue. Thanks
Update:
The same issue can occur with these following messages too (As I found it in AS - 3.6.1 - Continues with 4.x.x sometimes). So don't worry about these kinds of unknown and not resolvable messages. So far I found two new types of messages while generating signed apk:
Entry name 'kotlin/collections/MapWithDefault.kotlin_metadata' collided
Access Denied
The result is the same. Sometimes you may need to Invalidate Cache and Restart your AS for this.
Before reading the solution below, please read my update from 01.04.2020, the problem is deeper and it is in your code.
I've got the same problem after this 3.6 update.
The fast solution is:
delete projectFolder\build
delete projectFolder\debug*
delete projectFolder\release*
delete projectFolder\app\build
delete projectFolder\app\build\debug*
delete projectFolder\app\build\release*
So you need to delete all of the builds, debug and release directories.
Note that you may be not able to delete whole debug and release directories, but you can delete all of its contents.
UPDATE:
I think they have fixed this bug today:
UPDATE 03.03.2020:
Unfortunately, the bug doesn't fix.
UPDATE 01.04.2020:
(Not 1st April joke:) )
Since month I worked with Android Studio developers and today I was told to use JDK instead of using JRE, because one of deep errors in logs said It.
After setting JDK (File->Project Structure->SDK Location->JDK Location) instead of JRE, I've got some other errors that were not shown in "build output" so I run Analyze -> Inspect Code and got EIGHTEEN errors such as referring to wrong view id in layouts, errors with orientation (hi to tools:ignore="MissingDefaultResource") and errors in manifest also with orientation: I read that this is some new update in 3.6.1 - about landscape or portrait screenOrientation, fixed fast by Studio with this:
<activity tools:ignore="LockedOrientationActivity" />
When all of the errors were fixed with Analyze -> Inspect Code, I have successfully generated a signed APK using JDK and then using JRE (just for test).
So in summary, this bug caused because of deep errors which you can find out only with Inspect Code tool.
I think AS will not think that this is a bug, I think they will say that this is a new feature for improving your code.
Also, I think you should try to inspect your code even without setting JDK instead of JRE.
Additional recommendation from AS support:
BTW when exporting a release build, we also run lintVital which does some extra checks and has some errors marked as fatal. This check is expensive so it does not happen in debug builds
I deleted the previous build outputs for the build variant, including the APK file. That's what helped me
Problems encountered when upgrading to the latest Android Studio 3.6.1.
Clearing the cache, clean the project, and deleting the build folder did not solve the problem.
Just delete the apk generated by the previous compilation.
While generating the apk, check for the destination folder, from which delete output.json and app-debug.apk from debug folder. Try building the same after this.
AFAIK, it is a bug for android studio, hope they might fix this soon :)
After updating to Android Studio 4.1 I faced similar issues, for me it was "entry name 'classes.dex' collided".
The error arose when building the app using the option 'Generate Signed Bundle/APK'.
The solution was simple: make sure Android Studio is not running the app when building (stop running and then try again).
This issue is resolved by deleting APKs generated by the previous builds existing in release and debug folders.
Invalidating cache and rebuild would not help if you have not deleted previously generated APKs
I had the same error after updating Android Studio.
I fixed the problem by only cleaning the project (Build > Clean Project)
I just delete all debug APKs in myProject\app\build\outputs\apk\debug directory and it worked for me.
This may have been overkill but I:
Delete project/build folder
Delete project/app/build folder
File > Invalidate Caches / Restart
Clean Project
It happen when you used auto viewBinding, Binding using Kotlin, or viewBinding feature of 3.6.
In case, you are adding files whose elements share the same IDs, ViewBinding confuses and creates such an error.
Let me help you by example
Adapter class which has two layout file separating by view Type :
import kotlinx.android.synthetic.main.frag_subscription_recommend.view.*
override fun onCreateViewHolder(parent: ViewGroup, viewType: Int): ViewHolder {
return ViewHolder(
LayoutInflater.from(parent.context).inflate(
if (viewType == 1) {
R.layout.frag_subscription_recommend
} else
R.layout.frag_subscription_common,
parent,
false
)
)
}
onBinding(){
holder.itemView.id_button_submit.setOnClickListener {}
}
// which in case confusing which resource or layout full fill the requirement bcoz both have same ids of button.
in case you have to use :
onBinding(){
holder.itemView.findViewById<Button>(R.id.id_button_submit).setOnClickListener {}
}
which enables the old implementation.
Let me know if this working on your side?
It's due to updated configuration changes in the Gradle.
So just try File -> File > Invalidate Caches / Restart
To do a clean via the CLI, run ./gradlew clean on the /android directory
That worked for me.
Delete "ProjectFolder/build" folder of your project.
Make sure you Have Closed Android Studio, otherwise you would unable to delete it.
I had the same issue. At issue' comments, I got the link to another issue, then I got a solution, which works for me.
Our project has the following lines at build.gradle(:app) specially for TeamCity
applicationVariants.all { variant ->
variant.outputs.all {
outputFileName = "../../" + outputFileName
}
}
But it crashes the local build process.
So I just add condition and fix the issue!
applicationVariants.all { variant ->
variant.outputs.all {
if (rootProject.hasProperty("teamcity"))
outputFileName = "../../" + outputFileName
}
}
Build
|-----> Clean project
|-----> Rebuild project
This worked for me.
I had entry name 'classes.dex' collided
I just unplugged at the computer all four of the devices that I have been testing on.
Then the build succeeded.

Gradle cannot handle generated code changes

My setup:
Android Gradle Plugin 3.5.0
Gradle to 5.5.1
100+ Gradle modules
lot of generated code (mostly Dagger + data binding)
When I checkout a branch which causes changes in generated code then usually I have to wipe out whole .gradle/caches directory to make the build succeed. Otherwise gradle build system tries to resolve some old generated code.
clean and cleanBuildCache don't help. Also a side note: so far I've been a happy user but since we updated tools to these versions then build caching stopped working properly. Any tips?
EDIT: Please note that not every change in generated code breaks the cache. It's nondeterministic for me so far.
Disclaimer: I'm a java developer and am not familiar with the Android plugin
The clean task won't remove entries from the build cache. The cache key is derived from the task inputs and outputs. If you haven't declared all of the task inputs correctly then the cache key won't be correct
If (for example) your "generate" task needs a template, some xml and a system property to generate the sources you will need to declare all three (template, xml and syspop) as task inputs to the "generate" task. Any output directory(s) will obviously need to be declared as a task output.
The last thing to consider is that the "generate" task is correctly wired into Gradle's DAG. Eg the "compileJava" task should "dependsOn" your "generate" task (or whatever the android equivalent task is)

Unity Android trouble writing output: Too many method references: 78573; max is 65536 [duplicate]

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.
IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.

Too many field references: 70613; max is 65536

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.
IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.

unable to instantiate application - ClassNotFoundException

EDIT: This problem has not already been resolved in the other suggested SO question
I had a fully working app on the market for over a year, with very few crash reports. Then recently I changed my app into a library, so that it could be included within multiple different "wrapper" projects. This was so that I could easily make different version - free, paid, non-google markets, with/without in-app purchasing etc etc.
The new "library+wrapper" app appeared to work fine. I could run it multiple times, without error. But then a day later (when presumably the OS had closed some or all of the app's activities) I tried to run it and it reported
Unable to instantiate application com.mycompany.mygamelibrary.MyGameApplicationClass: java.lang.ClassNotFoundException: com.mycompany.mygamelibrary.MyGameApplicationClass
The class it failed to find is the first class that runs when the program starts up, MyGameApplicationClass - which extends Application. This class is part of the library.
I suspect something goofy in one of the two manifest files.
The manifest of the wrapper project contains the lines...
<application android:icon="#drawable/mygame_icon"
android:screenOrientation="portrait" android:label="My Game Name"
android:name="com.mycompany.mygamelibrary.MyGameApplicationClass">
Any ideas what could have gone wrong?
EDIT: The library was referenced "the correct way" as defined by yorkw's answer to this SO question.
EDIT: I can not repeat the crash at the moment :-( I don't know what it is the OS does when the app is not used for a day or two.
There are two possibilities. Either you, like me, have a spelling error in your manifest file. Have a co-worker or friend read it to make sure the name is correct. Or you have not referenced the project correctly.
The official document describes how to properly link projects in its documentation.
Why it would first seem to work and later stop working is a bit of a mystery. However, I guess that the VM might still have had the necessary references ready to resolve the classes in the library just fine. A restart of the VM removed all those references and trying to resolve them was unsuccessful.
Update: Regarding the edits in the OP: As you confirm that you have correctly referenced the other project, you can check if the project is included in APK, just to be sure. You can rename and open an APK as any other archive (.rar works fine for me). Sometimes, it happened to me, the project is not correctly included in the APK. A cleaning of your workspace usually remedies the problem and so could a restart of your IDE depending on what you are using. To manually conduct a clean in Eclipse for example, use Project->Clean... or try Android Tools->Fix Project Properties by right-clicking on your project.
As you seem to also have fixed the problem by restarting your device, it could be that the libraries were linked incorrectly. A problem that I have never seen myself but as a very common quote says: "Have you tried turning it off and on again?".
For Android Studio:
Build --> Clean Project
Fixed issue.
Have you tried to make a new subclass of MyGameApplicationClass in your 'main' project and set it in the manifest as Application class?
I had a slew of bugs with Android Studio 3.0 Canary 4 and the way I fixed them was by editing the AndroidManifest.xml by adding in some jibberish to the application name. Then, I clicked build. Obviously, a whole mess of new error messages appeared. I changed the name back to what it should be, built the app, and it just ran.
Sometimes, I just don't know...
EDIT: Just ran into this issue on Android Studio 3.0 Canary 4 on my laptop when switching over. I again went through the same process of changing AndroidManifest.xml file to contain a typo, building, and changing back. That didn't work.
I then noticed that instant run was still enabled. Going into settings (by clicking command + , (comma key)) and typing "instant run", I was able to disable instant run, built the app, and the error of class not found went away.
Summary of Steps to Fix [FOR ME]
Invalidate cache / restart
Clean the project
Manually delete the build folder (need to be in project view for this one)
Make an intentionally errant edit to your AndroidManifest.xml file, build the app, observe the errors, remove the errant edit and build again
Disable instant run
Again, I don't mean to insinuate that this will fix everyone's error, but I have now used some combination of these steps on two different machines (MacOS Sierra) and it has been resolved for me. Hope it helps.
In my case, application id and package were mismatched. This should be same as presented in following images...
AndroidManifest.xml
app/build.gradle
In this case you can see, applicationId and package both are same that is com.mycompany.mygamelibrary
May be its a Build Path Configuration problem.I did the following to solve the issue.
1.Right click on your project and go to Java Build Path.
2.Click on Order and Export tab.
3.Check Android Private Libraries and other 3rd part libraries if you have added.
4.Press ok and clean the project.
I hope it will solve the issue.
Once I had the same error message, but maybe the cause isn't the same.
I did a code and worked for a while, then I wanted to improve it and got the same error and I couldn't run it.
I could fix the problem with
the correct Build Path order (as I can see you've already did this)
I check on the Order and Export tab the android-suppor-v4.jar
and the key was the Android SDK Managert->Upgrade everything and (next) Eclipse->Help->Check for updates.
After I upgraded to the latest android plugin and SDK my app compiled and ran again.
I hope this will help you!
I'm not very sure about this but it might be that your system's debug.keystore license validity has expired as it is valid for only 365 days. You just need to delete the debug.keystore from your computer. The debug.keystore will be generated automatically by Eclipse when you compile your Android App.
Same message seen ... this time it turned out to be different output folders for MyApp/gen and MyApp/src in the Build Path (caused by Maven integration).
Unchecking "Allow output folders for source folders" solved the problem.
I had this issue in an Android application that needed an Application class which was created in wrong path inside the Android Studio project. When I moved the class file to the correct package, it was fixed.
This all Process work for me to solve application class Exception.
Step 1: Open Run(window+R) Search -> Prefetch Remove all file (Some file not Delete)
Step 2: Open Run(window+R) Search -> %temp% Remove all file (Some File not Delete)
Step 3: Open Android Studio -> Build -> Clean Project
OR
Select File > Invalidate Caches / Restart > Invalidate and Restart from Android Studio toolbar.
OR
Close and reopen Android project.
OR
Restart System
I ran into this issue several times and both times it seemed to be caused by some instant run feature.
In my case, deleting the application from the device and then installing it from Android Studio again resolved the issue.
I ran into this problem today. The project runs well for over a year but today it reports this issue, and cannot debug on my testing device.
I fixed it by updating to latest gradle version. Hope this can solve your problem.

Categories

Resources