How can connect with SQLLite from Android using Unit3D and Javascript?
Someone can'i help me?
Here are the specific steps to getting SQLite set up in your project.
Download SQLite - you'll want the ZIP file with the DLL inside
that's in the Precompiled Binaries for Windows section.
Important Copy sqlite3.dll into your into your project's Plugins folder (make a folder called Plugins if you don't have one).
You won't get a warning if you don't do this, and your project will run fine in the editor, however, it will fail to work when you actually build your project, and will only provide information about this in the log file.
This will give you a License Error if you're using Unity Indie, but it doesn't seem to have an effect on the actual play in the editor, nor does it seem to effect the ability to build stand-alone versions.
Alternately, you can leave it out of your project entirely, but when you build your application, you'll need to include a copy of sqlite3.dll in the same directory as the .exe in order for it to work.
In your project, add in the dbAccess.js file: http://wiki.unity3d.com/index.php/SQLite#dbAccess.js
You should be good to go!
Source (and the above is pretty much copied word-for-word from):
http://wiki.unity3d.com/index.php/SQLite
Related
I created an App which includes our source code as a native lib (so-file). I'm able to step into it and everything works fine so far with this code.
This native lib links against another native lib which was pre-build on a different machine and which I copied into the jni-abi-folder. I have checked out the svn-repository of this so-file in a different folder parallel to my project and need to be able to debug also into it.
When I now do a break, I can see the method names in the callstack so I assume that the symbols can be loaded, but Android Studio doesn't know where to find the source files.
Under Visual Studio, when I did a break, I could specify the symbols in the symbol path and then an error was displaced that I should navigate to the corresponding source file. Then I only needed to navigate to the folder and it was working.
How can this be done with Android Studio - I have the newest version 3.2.1 installed.
I finally found the solution.
I got a stripped version from my colleague, he basically gave me the version inside his apk which is stripped. Now he gave me directly the build version (I think it is located somewhere in the intermediate directory or so, just search for the name of the lib).
Under Run\Edit Configurations\Debugger\LLDB startup commands the original source directory can be mapped to the source directory on my computer which is different. To achieve this, enter "settings set target.source-map or-dir cur-dir"
There should be a way to find out the original source directory from the so file, but I don't know it right now.
I hope this can help somebody else
This has to be the dumbest question I've had to ask in a while:
How do I add existing C/C++ source headers to the project listing in android studio?
I have a project for android I'm working on, and I'd like to add some header-only libraries to the project. However, I can't for the life of me figure out how to get them into android studio for easier browsing.
I can add C/C++ files by adding them to the corresponding CMake file, but I have no idea how Android Studio decides which header files should be in the application source tree, and it's not finding all the headers I'm actually using.
Frankly, I'm not sure how android studio found the C header files it does show, since they're not listed in any of the project files you're supposed to edit.
Doing a bulk text-search of the entire project directory for one of the headers that are found finds a single mention of the file in the .idea/workspace.xml file, but I experimented adding the additional file headers there, and as soon as I open android studio, it removes the added filename, and it doesn't get shown in the UI anyways.
How the heck are you supposed to do this?
Android Studio 3.0 and lower do not do a good job showing header files in C++. I'm working on improving this for a future release.
Here's how it works today. If Android Studio is given a .cpp or .c file then it will display a .h file that has the exact same base name (if it exists). So if project contains basename.cpp the basename.h will be in the Android view as well.
One way to see all the files in your project is to switch from Android view to Project Files view. This may not be what you're looking for.
I am trying to link to an external file from a shared repository between my iOS and Android apps. This does not present a problem for iOS, but it does for Android. My current solution is to create a copy of the file from the external repository and place it in my projects Assets folder. This solution works, but is not much of a good one in my opinion and involves too many extra steps.
Using Eclipse, I am able to link to a resource. It's as simple as copying a file into my Assets folder and being prompted to either copy the file or link to the resource. If I link to the resource and try to run my app, I get a FileNotFoundException. If I copy the file instead, the app file is found just fine.
Ideally, I'd like to link to the file so that when I pull a new update from git then I don't need to copy the file over every single time. I'd prefer to link to the file.
I don't know what Eclipse uses "under the covers" for "Link here" drag-and-drop stuff. However, it is an Eclipse-ism. Android's build tools are fairly isolated from Eclipse proper, and so they won't know about those links.
Using a hardlink, or perhaps a symlink, at the OS X filesystem level should work, as both Eclipse and Android's build tools should treat it like a local file.
I am trying to build a branded Android app, that will have different resource files (mainly drawables) for different customers. The Java code in the apps will be the same, but the different apps will have a different look--meaning different color schemes and different logos etc. I have been told, and my research suggests that Ant is the best way to achieve this.
Where should I change the Android 'build.xml' file? What sort of Ant task should I use to achieve this?
For debugging, I would like to just use Eclipse and build with the default resources. But for production releases, I would like to run Ant on build.xml to produce multiple APKs from different /res folders. I do not even need any code snippets (although that would be nice), just even some tips from people that have done this before or something similar.
I ended up writing a Python script to reorganize the Android project before each build. I recommend avoiding the use of Ant for stuff like this. My 100-200 lines of Python achieved the equivalent of about 1000+ extra lines of Ant that was required in addition to the default Android build.xml Ant script.
I have encountered a similar issue where I want to compile the same code base with some changes as well as changes in the resource files. The solution I am pursuing at the moment is creating a library with the shared code/resources and separate "regular" projects for each of the different APK releases. Unfortunately, I don't have a functional final solution to the problem yet, so all I can give is these vague hints.
Requirement Setup
1. Go to the URL :
http://ant.apache.org/bindownload.cgi
and download the apache ant and extract it in to the any folder like d:/ant .
2. I think you already having the Android SDK path is like(D:/Android SDK/)
Now go to the Enviroment variables and check whether path variable is there is there add these in path otherwise create a new varible with name path and put it there in vaue
D:/ant/bin;D:/Android SDK/tools
done
Go to command prompt and navigate it to the root directory of your project and run the command
android update project -p /
Note: / if you are in the root directory of project else you need to give the path of root directory like d:/myworkspace/mysampleproject
this will generate and build.xml file in your project.
now run the command for this it is necessary to be in root directory of your project
ant debug
this will generate an apk file in bin folder signed with default debug key.
I've never made a program into an executable before, and I've been looking into how to do this for some time now. When I try to put it into a jar everything works fine but when I try to run it nothing happens.
How do I make my game into an executable so it can be run (on windows, not android)
I feel like I am not Linking it to the libraries or something... Not sure.
Thanks!
Edit:
I should add I get the error
JAR export finished with warnings. See details for additional information.
duplicate entry: com/badlogic/gdx/utils/arial-15.fnt
duplicate entry: com/badlogic/gdx/utils/arial-15.fnt
duplicate entry: com/badlogic/gdx/utils/arial-15.png
duplicate entry: com/badlogic/gdx/utils/arial-15.png
Jar export finished with problems.
See details for additional information.
Your problem is that when you use eclipse export as Executable jar file it does not include the assets (graphical, sounds ...) that you used in your gdx project. What you can do manually is either copy your assets folder right next to the generated jar file or include your assets folder in your jar file with your favorite zip management tool.
Another way would be to use this same eclipse export wizard and check "Save as ANT script" and then edit the generated ant file to include all the files and folders needed by your app.
Hope this helps
This is an old question, but if you are using a new version of LibGDX and Gradle you can use the command line to make an executable.
There are several commands, but these are for packaging:
Desktop
gradlew desktop:dist
Android (unsigned)
gradlew android:assembleRelease
iOS
gradlew ios:createIPA
Web
gradlew html:dist
Read more at https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline
I'm assuming your application is setup as the libgdx wiki page suggests (with a "main project" and separate "desktop" and "android" projects that share the sources from the "main" project).
Since your app is written in Java, it requires a JVM to run on a desktop. You have to decide if you want to package that up, or rely on a JVM already being installed by the user. I believe packaging up the JVM with Java class files is very complicated and raises a host of other issues (and it becomes very platform specific). So, I believe most libgdx-based games get distributed as an executable Jar file, which means the user must already have Java. (It works for Minecraft, so its probably good enough for you, too. :)
Eclipse makes that really easy: File -> Export ... -> Java -> Executable Jar File. There may be additional steps required to include assets like your app's images and sounds into this .jar file. (My game is currently "asset free", so I don't have any experience with this part.)
You might also consider side-stepping the desktop executable, and packaging your game as an applet and running it in a web browser so there is very little "installation" required by the folks you want to show it to. Here's a walkthrough for making an applet from a libgdx-based game. (I haven't actually tried this myself yet, but I do have a libgdx-based game that I'm planning on doing this for.)
If you're using Android Studio, you can create a custom configuration to distribute from within the program.
On the Run dropdown list select edit configurations.
Click the "+". Select Gradle.
On the right half of that screen give your configuration a Name.
Gradle Project: Use the browse button to select your desktop application. This will look something like (project name):desktop
Tasks: type "desktop:dist"
Apply.
Close the configuration editor and select your new configuration from the dropdown. Hit run and it should build your project.
Your new Jar file should be located in (ProjectName)/desktop/build/libs