I'm new to cocos2d-x, I followed this tutorial
It's working well on the iOS platform, but not on Android.
I tried to setup cocos2d-x again and again, both cocos2d-x 3.11, 3.8, 3.6; tried with Android NDK r11c, r10e, r9d; tried to run in terminal and Eclipse, but the program cannot run and gives an error Fatal Signal 11.
It's work well with cocos2d-x 2.2.6, but I don't want to use it.
I'm using Genymotion.
Can anyone show me where my error lies?
This is my logcat:
05-16 22:02:43.979: D/dalvikvm(2395): Trying to load lib /data/app-lib/com.sangle.mygametest11-2/libMyGame.so 0xa4f9ab10
05-16 22:02:44.339: A/libc(2395): Fatal signal 11 (SIGSEGV) at 0x000000b4 (code=1), thread 2395 (le.mygametest11)
Compile it through the console and if error occurs post it here.
Go to android folder inside your project through cmd run "build_setup.py".
Related
I imported a package of my own called server (the logic of my program) and was going to use libgdx for the graphics/cross platform. The desktop launcher works fine but when I run the android launcher I get this nasty error referring to my own library.
E/AndroidRuntime: FATAL EXCEPTION: GLThread 187
Process: com.mygdx.game, PID: 8093
java.lang.NoClassDefFoundError: server.Point
at server.Shape.<init>(Shape.java:9)
at server.T.<init>(T.java:7)
at server.Stack.<init>(Stack.java:28)
at server.Logic.<init>(Logic.java:14)
at com.mygdx.game.GameLoop.create(GameLoop.java:43)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:275)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1511)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
any help would be great
I solved it!
It was because I was using java.awt.point in the android build. So I basically wrote a new point class, replace it, and then cleaned my project. Everything works now
I have an app in cordova 3.6.4 and I'm trying to upgrade it to 5.2.2. Everything seemed to work quite find with the UI however with the java files there is a problem.
I fixed some errors in the compilation time and the application now seems to open. However there are some errors that makes the app crash in run time.
Some of the errors are:
09-08 17:40:56.675 9729-9729/myapp E/chromium: [ERROR:layer_tree_host_impl.cc(2218)] Forcing zero-copy tile initialization as worker context is missing
09-08 17:43:17.535 9729-9729/myapp /chromium: [ERROR:xwalk_autofill_client.cc(121)] Not implemented reached in virtual void xwalk::XWalkAutofillClient::OnFirstUserGestureObserved()
09-08 17:43:34.185 9729-9821/myapp A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 9821 (Chrome_InProcRe)
The application crashes when I start writing on an input element. I have tried to catch the event in chrome but without any success.
Any ideas?
Thanks
I have found in the code the reason why the app was crashing.
WebView webView = (WebView) appView.getEngine().getView();
This code gives the following error:
org.crosswalk.engine.XWalkCordovaView cannot be cast to org.apache.cordova.engine.SystemWebView
And the I had been using
WebView.setWebContentsDebuggingEnabled(true);
which is giving as an error what I mentioned before.
It seems that with the crosswalk you can't change much if its settings.
And I was using it in the older version of cordova to overpass a ssl certificate error.
Being new to Android NDK Caffe, I would like to use built version in my Android project. I tried to run this built sample demo, but while running, it showed the following:
03-26 14:46:35.697 2800-3042/com.sh1r0.caffe_android_demo A/libc﹕ Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 3042 (AsyncTask #1)
(the app crashed)
I can see that the sigsev signal is thrown through android AsyncTask.
The problem could come from this function.
caffeMobile.predictImage(strings[0])[0]; //line 160 of MainActivity
This signal comes from JNI and it is very difficult to know where is the problem unless you can debug natively (through ndk) the app. The caffe-sample is not configured to debug on native method.
Try this issues to manage the error:
Ensure that your image path in this string[0] arrays are not empty. and exists.
Ensure that the other caffeMobile functions are able to exec without
problems, for example:
caffeMobile = new CaffeMobile();
caffeMobile.setNumThreads(4);
caffeMobile.loadModel("/sdcard/caffe_mobile/bvlc_reference_caffenet/deploy.prototxt", "/sdcard/caffe_mobile/bvlc_reference_caffenet/bvlc_reference_caffenet.caffemodel");
If you are able to execute the other functions, probably your image path is not correct, check.
If you are not able to execute loadModel or setNumThreads function, probably the apk is not loading libjni.so library correctly , or the jni bridge is not able to locate jni functions.
I am working on Augmented reality app but facing Fatal error issue only on one device (Karbon Android one ) .
My code is working on other device (Samsung) without any error , but on Karbon it is giving
Fatal signal 11 (SIGSEGV) .
What can be the issue or solution for this ?
In logcat , I cant see any error even except Fatal Signal 11 .... I have searched on it and found most of time
Fatal signal error occur when you are trying to access any object which is not created at that time , but if it is the case then how my app is running on other device .
Please suggest me the solution .
Thanks..
I am trying to run the Animation3DTest , one of libgdx's test examples
On the desktop (lwjgl) I can run this test flawlessly, I can see a guy and a sword and I can move him around without any errors.
However, on Android, after starting this test, I got a force stop, and here is what showed on the Logcat
09-24 10:46:49.526 24530-24577/com.badlogic.gdx.tests.android E/AndroidRuntime﹕ FATAL EXCEPTION: GLThread 1445
com.badlogic.gdx.utils.GdxRuntimeException: File not found: com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl (Classpath)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:133)
at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:77)
at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:563)
at com.badlogic.gdx.backends.android.AndroidFileHandle.length(AndroidFileHandle.java:162)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:192)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:186)
at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.getDefaultVertexShader(DefaultShader.java:249)
at com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider.<init>(DefaultShaderProvider.java:44)
at com.badlogic.gdx.graphics.g3d.ModelBatch.<init>(ModelBatch.java:101)
at com.badlogic.gdx.tests.g3d.BaseG3dTest.create(BaseG3dTest.java:38)
at com.badlogic.gdx.tests.g3d.BaseG3dHudTest.create(BaseG3dHudTest.java:50)
at com.badlogic.gdx.tests.g3d.Animation3DTest.create(Animation3DTest.java:45)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:322)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1514)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1242)
Get the latest nightly build. Here's the bug report.