I am in the process of upgrading from Skobbler 2.3 to the latest 2.5 and I am picking up an error with navigation.
When onUpdateNavigationState() is called, all data in the SKNavigationState object is always empty. For instance, getCurrentAdviceDistanceToAdvice() is always 0, getCurrentAdviceCurrentStreetName() is always "" etc. The only value that is consistently populated is from getCurrentAdviceTimeToDestination(), but that value is always incorrect. The value should be in the region of 16 hours, but is more like 440 hours.
Other problems are:
Visual advices are not displayed correctly
Audio advices are not heard, both when using Text to speech and when using audio files
Interestingly, the route is calculated correctly. The map is displayed correctly, complete with road names etc. The map can be panned, zoomed etc correctly. When navigation is started, the calculated route is displayed correctly and when using the simulator, follower mode is activated correctly and the vehicle follows the calculated route. However the SKNavigationState object always contains empty values even though looking at the map, I can see the name of the road displayed.
I've checked SKMaps.zip and the correct language files are included etc.
Originally, I tried upgrading from 2.3 to 2.5. After this failed (i.e. with the problems above) I abandoned upgrading and now I am unzipping SKMaps.zip to a completely new location on disk, but the problem persists. No preloaded maps are being used.
The problem occurs even after uninstalling the app. I've tried installing on a completely different phone and the problem still remains.
None of these were issues with the 2.3 API which just worked. Any help would be appreciated.
Test phones:
Galaxy S3 running Android 4.3
Galaxy Note 4 running Android 5.0.1
I got the same issue several weeks ago, I found out that the paths where the Advisor files (audios, advices and other files) were wrong. I'd recommend you to debug the application where the AdvisorSettings files and paths are configured and double check whether those paths are well configured and the files inside them are properly located.
Regards.
Related
So I am one of several developers developing a GPS-app with the help of HERE SDK for Android.
This is a project that has been in the making for some time and it has been a somewhat smooth ride, until yesterday.
We have a couple of tablets to test our app with, and yesterday when building on the Samsung Galaxy Tab A(2016) the routing always gave us "GRAPH_DISCONNECTED" as an answer.
It doesn't matter what route I try. From current location. From a set location. The destination doesn't matter either.
So we have a CoreRouter.Listener that overrides the onCalculateRouteFinished-method and no matter what I do routingError seems to beceome GRAPH_DISCONNECTED.
I have tried to uninstall the app and install it again. Same result.
I have tried deleting the cache for the app. Same result.
The weird part? It has been working on the tablet for well over a year.
And if we use any other tablet, like the Xperia z4 tablet there is no problem with the routing.
Okay, so problem found!
Apparently, we had the wrong settings for the vehicle. It was too big to go from the positions we tried with, and that's why HERE couldn't make a valid route.
The strange part is that this route has worked with those vehicle settings before. So some construction must have come up all of a sudden that stopped me from making the same route.
I am developing using Unity5.3.5f1 (64 Bit) and have a problem with a black screen on my Nexus 7 Android version 4.4.3 every time I try to launch the app.
I try to implement the Vuforia Object Recognition Unity Sample (https://developer.vuforia.com/library//articles/Training/Vuforia-Object-Recognition-Unity-Sample-Guide) so it should work while I followed the instructions.
I didn't modify the code, just followed the instructions to add the 3D target.
I followed the hints of the developer forum to set the player settings for building https://developer.vuforia.com/forum/issues-and-bugs/camera-not-working-when-app-installed-mobile but nothing changed the situation:
Setting Rendering Path to "Legacy Deffer"
changing the Minimum API Level to Android 4.2
enable "GPU skinning"
set graphics APIs to "OpenGLES2"
I have noticed a lot of problems between unity and mobile devices when building. There seems to be some residual meta data left on the device from unity so not all changes end up working properly (which holds the information of what objects the script is attached to). I had an instance where I deleted EVERYTHING in my scene and I had a debug script attached to some of those items that would output some text to the Xcode console in the scripts start() method. After cleaning out the entire scene and redeploying that debug script was sill outputting to the console. I deleted the .meta file associated with that script and redeployed. This deletion stopped the file from running. I have noticed that restarting the device can also fix this issue. Also deleting the meta, deploying, then undoing the delete and running again also fixes some of these issues. You will NOT notice this problem when developing in unity and breakpoints will never be hit, but it will still happen on the mobile device and even run scripts that you completely disabled.
My situation in a nutshell : http://i.imgur.com/wUpMgX5.jpg
This is my main.lua file: http://pastebin.com/1t2rhim1
Anything in main( ) starting in ---PLAYER--- does not show up when I try to play the .apk game on my Samsung Galaxy Note II. Everything is fine as I intended when I simulate it on the computer.
My game is basically a title screen, where I press on a word and then it jumps to displaying a background and draws out a D-Pad, 3 buttons, and 2 characters with their HP/MP bars, whereby it becomes a fighting game. However, only the background appears.
I've tried disabling the background, but the other images just do not appear.
I don't know if its because my Corona SDK is not the pro version, so there's a limit to how much I can draw, or,
There's issues based on the screen resolution, however I have been coding this game with a Galaxy SIII or Note II resolution in mind (1280 x 800), so the characters shouldn't be appearing off screen or anything.
--
And if that works, I don't understand how to have an infinitely updating loop. I am semi-familiar with Java, a bit less so with Python, and totally new to Lua. I want to modularize my code more as well.
How do I loop? I want to get an AI working, but currently that code is only run once. I tried putting a while-true-then loop at the end of my main function, but it crashed my simulator.
Not sure why your sprites wouldn't be showing, but not having the Pro version is NOT the problem. The free Starter Edition of Corona SDK can do everything the Pro version can do except in-app purchases.
I don't see anything wrong at first glance in your code, but did notice the files that load, like the background image, are stored in the root of your project, at the same level as main.lu -- while the sprites that don't load are down in subdirectories. First thing I'd do is check the names of those folders - are the folders Dennis and David actually capitalized the way you have it in you source? The simulator won't care, but the device will.
As far as the infinite loop goes, you can create a Runtime listener that can call a function every frame, like this:
Runtime:addEventListener("enterFrame", myUpdateFunc)
That myUpdateFunc function will be called 30 or 60 times per second, depending on how you have things set up in your config.lua file.
[EDIT: Looking again at how you're calling for the sprites, do you really mean to have the slash in front of Dennis, etc? Even if the case is correct, I'm not sure you mean what you're saying in that code. :)]
Android and IOS are based off linux that means its case sensitive. Its a common problem that people don't care about the case when creating display object or playing files or just loading story board scenes. It means that the game will run fine on a windows system but it won't run properly in linux.
Try checking the files you are referring in the code matches the file names in the project folder (check the case of the file name).
Hope that would fix your problem.
Make sure you you are not running into the typical problem of file name case sensitivity. The simulator ignores the case of the letters that make up the filenames, where the device is sensitive. This is easy to over look and miss. Check all filenames, not just images. Check your audio, your .lua files etc.
Also make sure to tether your device to your computer via the USB cord and use the "adb logcat" command and make sure you're not getting any errors on device.
There are only 3 reasons for that:
1. file name case sensitivity
2. Texture memory is not supported for your device.
3. There is some error in the code.
All these can be checked by putting print statement and connecting your device to computer and see logs by using "adb logcat" command.
Its because you created the background first. Move it to under the buttons and images and it should work.
I'm creating an application, and I need to be able to get the battery's current (mA/mAh). I have the voltage/temp/level etc and this is the final thing I need to get, and coincidentally the hardest too.
I've looked at CurrentWidget source code and searched Google high and low, and I have all the classes/methods to pull the data out, it's just the path to the file containing the current which is stopping me from getting it.
"CurrentWidget" contains a lot of different paths to the file (for various devices) but none of them work on my ASUS EEPad Transformer on 4.0.3, which I need it to be working on as it's my testing device and all I can get my hands on. I've been in to the adb shell and dug around the root of the tablet for hours but I can't seem to find anything apart from things like name, temp, voltage_now and others which I already have. They're all stored in /sys/class/power_supply/battery, but there's no "current" like I expected, and like there seems to be on other devices.
Thanks for any help, I know this is a long one!
I have been working a platforming game for about three months. I had the game working fine, and it worked fine on the Droid when uploaded. Recently, I worked on using director.class and a display group and navigating from the menu to the game using director:changeScene(). This works fine on the emulator with no error messages, but when uploaded to the Droid, the main menu loads just fine, but when I touch a button to load the lua file for the game, the screen goes black and nothing happens. I even un-installed several apps in case it was a memory problem, but that didn't change anything. Any help in what I am missing would be appreciated.
After much searching, I found the answer to my problem: The Corona emulator isn't case sensitive, but the Droid is case sensitive. I found that most of my .png files had uppercase extensions. As an example, pillar.png was actually pillar.PNG in the folder. Apparently, my graphic editor stores the file extension in uppercase by default. When viewing it with Windows Explorer, it wasn't obvious. I viewed them from the command prompt window and found the problem. Also any requires must be exactly the case as the filenames. After making this simple change, the apk deployed on the droid just fine. Also in my searching the forums, I found some other tips. The latest builds of Corona sdk have a problem with files stored in sub directories. Keep all your files in the same directory if you expect to deploy to a Droid.
Jerry
I had similar problem and thanks to #Jerry for pointing out images.
In my case image i included had resolution more than 2048 * 2048 (Maximum resolution allowed by Android as of now)
And reducing the image resolution solved the issue for me.
Kudos!!!