I am a Android Developer.
Recently, I was working on the compilation of MapBox SDK.
I want to follow the official website steps,But I developed it on Windows,
I want to change the source code,instead of just using aar.
enter image description here
So,Can someone tell me what to do?thank you.
Yesterday I tried to import the mapbox project,download CMake,cUrl..,I find the build.gradle of module,There is a note:
// Load build system information. If this file does not exist, run
// `make platform/android/configuration.gradle`
apply from: rootProject.file('configuration.gradle')
make,it's linux command,I use the windows system,so I download the MinGW.
but when I use this command to build configuration.gradle, i got failed:
make:***FATAL***platform/android/configuration.gradle:unknown action keyword
so i tried to use this code in android studio Terminal,but it can't use make、cmake or other,so how can i build this file.
I've been getting this mistake:
Error:(22, 0) Could not read script 'F:\AndroidStudio\AndroidStudio_WorkSpace\mapbox-gl-native-master\platform\android\configuration.gradle' as it does not exist.
or someone has ever done this,could you give me your configuration.gradle,so i can modify it.
thank you.
You should be able to compile the SDK in Windows. The easiest way is to use CMake from within Android Studio. Note however that CMake support is only for the 64 bit version (I believe) not for the 32 bit version of Studio.
If you're building from the command line, then 32 bit or 64 bit both work because NDK is available for either. To do that, you'd write something like:
./gradlew.bat -Pmapbox.buildtype=debug -Pmapbox.abis=all :MapboxGLAndroidSDKTestApp:assembleDebug
Related
I'm trying to find the minimum volume bounding box given a set of point clouds in Android. This repo seem to contain the solution: https://github.com/gabyx/ApproxMVBB
But I'm having trouble installing it into my Android Project.
I've tried:
using Cmake to build eigen (not approxMVBB yet) -> it fail at build time.
using top level Cmake to build both eigen and approxMVBB in Android -> cant seem to find Eigen3Config.cmake
built both of these two libs on my computer (Windows 10) using minGW64 -> created a dll and a dll.a file -> which seem to be incompatible with Android.
copy {eigen_dir}/Eigen directly into scr/main/cpp, then hardcoded ApproxMVBB CMakeList with "include_directories(Eigen)" -> android build seem to have issue with Ninja.
I'm currently thinking that ApproxMVBB is simply incompatible with Android devices, but I'm not so sure. Any help or confirmation would be highly appriciated.
Nvm, I got frustrated so I wrote a MVBB for Java.
The code is here: https://github.com/ginofft/ARCoreDemo/blob/master/MVBB_Java/src/main/java/scr/MVBB.java
I'm trying to use Agora with UE5 to build for Android devices, when trying to build for Windows it works properly.
But for Android:
I get the failed: [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113] error when building for Android device.
Any way to fix this?
I made sure to uncomment this line in Agora.Build.cs: string Architecture = "arm64-v8a" to build for the arm64 architecture, when trying to build and compile the app it compiles successfully, it creates 2 files:
-AFS_Agora_Unreal_Video-Android-Shipping-arm64.apk
-Agora_Unreal_Video-Android-Shipping-arm64.apk
the AFS...apk gets installed on my device without an issue, but not the case for the other .apk file.
However when launching the installed AFS...apk app it's stuck on the splash screen forever.
I also get this warning at the start:
Is there perhaps something to change in the APL_armv7 ? because in Agora.Build.cs: I uncommented this line: string Architecture = "arm64-v8a"; to support the arm64 architecture
for your problem I think Agora development team didn't support arm64 and uncommenting the line in Agora.Build.cs: string Architecture = "arm64-v8a" won't help, I think submitting a ticket for them would be the best solution. I hope you've solved it by now.
I read that you have build the project for Windows and it worked properly on UE5. did you test opening the camera without any crashes ? if yes, can you tell which template project you used and the plugin version? I have been trying for two days with no luck at all.
Link to My Issue in details
Thanks
i'm following this tutorial from firefox android source code https://wiki.mozilla.org/Mobile/Fennec/Android
but, the problem i can't ./mach build, ./mach package, ./mach install and i already create .mozconfig file in mozilla-central but it's can't found the file.
like this:
i'm using Ubuntu 14.04.2
thx for help
You probably had an error during the initial "mach bootstrap" step. Your screenshot tells us, that mach can't find the android sdk tools. It's looking for them under ~/.mozbuild/android-sdk-linux/.
One thing you could do is to manually put your sdk under that directory and then retry "mach bootstrap" from the source dir to resolve the remaining dependencies.
Also see these steps for manual setup of the build tools: https://wiki.mozilla.org/Mobile/Fennec/Android/Detailed_build_instructions
I followed the direction of this page
http://sourceforge.net/p/jmrtd/code/1490/tree/trunk/androidclient/
and when I executed the last command ant -f build_jar_deps.xml
I faced the following error,
[exec] svn: E170000: URL 'https://scuba.svn.sourceforge.net/svnroot/scuba/s
cuba_sc_indep' doesn't exist
I visited the above link and I see page not found error
What is the problem ?
I know I'm a bit late with reply, but if anybody is still interested in JMRTD Android app, I have developed a new project from scratch:
https://github.com/tananaev/passport-reader
It's a standard Gradle project, so it's very easy to build from command line or Android Studio. All third party libraries, including JMRTD, are downloaded automatically from Maven.
You have to download the jarjar1.3.jar and change the path.
I am trying to build the bitmap-plasma sample that is included with the ndk, but getting an error. I run ndk-build from the samples/bitmap-plasma directory, and the error it displays is that it cannnot locate android/bitmap.h file.
How do i direct the ndk-build script to the file it needs?
Using android-ndk-r4 on Ubuntu Lucid 10.04
Well it's working now, so in case anyone was having my same problem:
There as an android-ndk-r4b bugfix release today, which it seems no longer has this problem.
Available to download here.
http://developer.android.com/sdk/ndk/index.html
With Ubuntu 10.04 and NDK r5b, I have just posted a bug report (with the fix included) for build_platforms.sh. See http://code.google.com/p/android/issues/detail?id=15180 for details. Essentially, the local declarations in the symlink routine must be amended. Otherwise, it only links the first file (alphabetically) from each directory, and truncates the remainder from the list.
Correcting this allowed the symbolic links to be fully populated, thereby filling in the missing header files and libraries and allowing the samples to build successfully.