Error "Failed to launch test " - android

I try launching cocos2d project and this is my AndroidManifest.xml
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="farzadmo.farzad"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="9"/>
<instrumentation android:name="android.test.InstrumentationTestRunner"
android:targetPackage="farzadmo.farzad"
android:label="#string/app_name" />
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="#string/app_name"
android:icon="#drawable/icon">
<uses-library android:name="android.test.runner" />
<activity android:name="org.cocos2dx.cpp.AppActivity"
android:label="#string/app_name"
android:screenOrientation="landscape"
android:theme="#android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="cocos2dcpp" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>
at the first i got error and i solve them with this codes
<instrumentation android:name="android.test.InstrumentationTestRunner"
android:targetPackage="farzadmo.farzad"
android:label="#string/app_name" />
and
<uses-library android:name="android.test.runner" />
now it's fixed, AVD launched and app install but now i got this "Warning: No instrumentation runner found for the launch, using android.test.InstrumentationTestRunner" and this error "Failed to launch test" on Eclipse and app stopped on AVD.

Related

Neither user nor current process has android.permission.ACCESS_NETWORK_STATE Nativescript

I am getting the above error when installing a native script vuejs app to an android emulator.
but I have added the permission to my manifest, so i don;t know what to try next, as all my reaseach points to the permission being added as I have :
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="__PACKAGE__"
android:versionCode="10000"
android:versionName="1.0">
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-sdk
android:minSdkVersion="17"
android:targetSdkVersion="__APILEVEL__"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.INTERNET"/>
<application
android:name="com.tns.NativeScriptApplication"
android:allowBackup="true"
android:icon="#drawable/icon"
android:label="#string/app_name"
android:theme="#style/AppTheme">
<activity
android:name="com.tns.NativeScriptActivity"
android:label="#string/title_activity_kimera"
android:configChanges="keyboard|keyboardHidden|orientation|screenSize|smallestScreenSize|screenLayout|locale|uiMode"
android:theme="#style/LaunchScreenTheme">
<meta-data android:name="SET_THEME_ON_LAUNCH" android:resource="#style/AppTheme" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name="com.tns.ErrorReportActivity"/>
</application>
</manifest>
Try to clean the platform before building the project
$ tns platform clean android
Or just delete the files under platforms/android

AndroidManifest "app_banner" issue

i just want to add banner to mygame but when i build my game,i face to this bug in unity console.
AndroidManifest.xml:4: error: Error: No resource found that matches the given name (at 'banner' with value '#drawable/app_banner').
You can find my AndroidManifest.xml file,
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity.package" android:versionName="1.0" android:versionCode="1" android:installLocation="preferExternal">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
<application android:theme="#android:style/Theme.NoTitleBar" android:icon="#drawable/app_icon" android:label="#string/app_name" android:debuggable="false" android:isGame="true" android:banner="#drawable/app_banner">
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="#string/app_name" android:screenOrientation="fullSensor" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<!--
The unityplayer.ForwardNativeEventsToDalvik flag is the only difference
from Unity's auto-generated default AndroidManifest.xml. We require this
flag to be true for ads to be clickable.
If you are using another plugin that also ships with an
Assets/Plugins/AndroidManifest.xml, you can use their copy after setting
this flag to true.
-->
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
</activity>
</application>
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="21" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>
#ugur error tells you what is missing as its not in your supplied file list, so you have to put that file in the drawable folder to remove the error..once you add he banner drawable the error will go away
There is a similar question in this link but this didn't work for me:
http://answers.unity3d.com/questions/935508/failed-to-re-package-resources-unity-5.html?sort=oldest
For me changing the AndroidManifest.xml with the following did the trick:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="preferExternal" package="com.example.admobtest" android:versionName="1.0" android:versionCode="1">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
<!-- Google Mobile Ads Permissions -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<application android:icon="#drawable/app_icon" android:label="#string/app_name">
<!-- meta-data tag for Google Play services -->
<meta-data android:name="com.google.android.gms.version" android:value="#integer/google_play_services_version"/>
<activity android:name="com.unity3d.player.UnityPlayerProxyActivity" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" >
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
</activity>
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" >
</activity>
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" >
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="android.app.lib_name" android:value="unity" />
</activity>
<activity android:name="com.unity3d.player.VideoPlayer" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" >
</activity>
</application>
<uses-feature android:glEsVersion="0x00020000" />
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="19" />
</manifest>
I had banner.png at correct place and rest of the things were also ok.
It worked when I updated sdk to latest with help of "SDK Manager"

Facebook SDK for Unity Android - Incorrect manifest file being generated, can't login

Ok, this has taken over a week, but I finally found the cause of why I can't seem to log in to facebook using the Facebook SDK (v4.3.4) with Unity3d (v4.3) on my android devices. Now to figure out how to fix it... ?
Symptom:
I run the application on the android device. When I press the login button, it opens the permissions prompt from facebook. Then... nothing. The login doesn't complete, and looking through the logs, its clear that the LoginCallback isn't being called. (Although Facebook appcenter does record that you've granted permission to the app). If I asked for multiple permissions, it only prompts for the first one. (normally it will prompt for the first one, appear to go back to the application for a split second, then prompt again for the second).
Cause:
The manifest file is being incorrectly generated.
Here's an example of the one manifest file for FriendSmash when its generated CORRECTLY:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:theme="#android:style/Theme.NoTitleBar" android:versionCode="1" android:versionName="1.0" package="com.mycompany.mygame" android:installLocation="preferExternal">
<supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" />
<application android:icon="#drawable/app_icon" android:label="#string/app_name" android:debuggable="true">
<activity android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:label="#string/app_name" android:launchMode="singleTask" android:name="com.facebook.unity.FBUnityPlayerActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:label="#string/app_name" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity">
</activity>
<activity android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:label="#string/app_name" android:launchMode="singleTask" android:screenOrientation="reverseLandscape" android:name="com.mycompany.mygame.UnityPlayerNativeActivity">
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:configChanges="keyboardHidden|orientation" android:name="com.facebook.LoginActivity" android:screenOrientation="portrait">
</activity>
<meta-data android:name="com.facebook.sdk.ApplicationId" android:value="\ 586438214724597" />
</application>
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="19" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:name="android.hardware.touchscreen" />
<uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>
Here's an example of the manifest file for FriendSmash when its generated INCORRECTLY:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:theme="#android:style/Theme.NoTitleBar" android:versionCode="1" android:versionName="3.0" package="com.mycompany.mygame" android:installLocation="preferExternal">
<supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" />
<application android:icon="#drawable/app_icon" android:label="#string/app_name" android:debuggable="true">
<activity android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:label="#string/app_name" android:launchMode="singleTask" android:screenOrientation="reverseLandscape" android:name="com.mycompany.mygame.UnityPlayerNativeActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:configChanges="keyboardHidden|orientation" android:name="com.facebook.LoginActivity" android:screenOrientation="portrait">
</activity>
<meta-data android:name="com.facebook.sdk.ApplicationId" android:value="\ 586438214724597" />
</application>
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="19" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:name="android.hardware.touchscreen" />
<uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>
Two main differences: (1) The main activity for the correct manifest file is named "com.facebook.unity.FBUnityPlayerActivity" and for the incorrect file its "com.mycompany.mygame.UnityPlayerNativeActivity", and (2) the correct file also has a "com.unity3d.player.UnityPlayerActivity" and the "com.mycompany.mygame.UnityPlayerNativeActivity" appears after it.
But unfortunately, most of the time, Unity is generating the incorrect version of the file. I've tested it with the FriendSmash game, tested a custom app that adds the facebook sdk, and tested another sample app that only contains the facebook SDK (all on both windows and mac). They all generated the wrong version, except by chance, the first time I downloaded the FriendSmash complete project. And when I downloaded FriendSmash fresh to test on mac, it started generating the file incorrectly as well.
Additionally, if you just try to build the apk file in unity without creating the Google Android Project, it uses the wrong manifest and builds a broken app.
Solution:
No Idea. Anyone have any thoughts on how to fix this?
Ok, so it seems the manifest file being provided in the new version of the sample project and in the new SDK unity package are used to build the custom manifest file that the Google Android Project uses. It must have been updated incorrectly and is what is causing the problems.
To fix, after you import the Facebook SDK, just replace the file at Assets/Plugins/Android/AndroidManifest.xml with the old version:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" android:installLocation="preferExternal" android:theme="#android:style/Theme.NoTitleBar" android:versionCode="1" android:versionName="1.0">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
<application android:icon="#drawable/app_icon" android:label="#string/app_name" android:debuggable="true">
<activity android:name="com.facebook.unity.FBUnityPlayerActivity" android:launchMode="singleTask" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:launchMode="singleTask" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
</activity>
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity" android:launchMode="singleTask" android:label="#string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:name="com.facebook.LoginActivity" android:screenOrientation="portrait" android:configChanges="keyboardHidden|orientation">
</activity>
<meta-data android:name="com.facebook.sdk.ApplicationId" android:value="\ 586438214724597" />
</application>
</manifest>
I haven't yet tested this with building a new Google Android Project, but I was able to directly build the apk file and run it on the phone.

Android application failed to install in ICS

I have an application compiled with Android 2.2 and API level 8. It works perfectly on gingerbread devices. Now when I tried to install the same apk file on ICS 4.0.3 device for testing, I got an error "Unfortunately, package installer has stopped".
I am totally new in android development and any help is highly appreciated.
Following is my Manifest.xml file:-
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.quickshop"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk android:minSdkVersion="3" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.VIBRATE" />
<supports-screens
android:largeScreens="true"
/>
<application
android:icon="#drawable/quicklogo"
android:label="#string/app_name" >
<activity
android:name=".SplashScreen"
android:label="#string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity
android:name=".QuickShop"
android:label="#string/app_name" >
</activity>
<activity
android:name=".Download"
android:label="#string/app_name" >
</activity>
<activity
android:name=".QuickShopCameraActivity"
android:label="#string/app_name">
</activity>
<activity
android:name=".QuickShopPreviewActivity"
android:label="#string/app_name">
</activity>
<activity
android:name=".QuickShopActionActivity"
android:label="#string/app_name">
</activity>
<activity
android:name=".QuickShopProductDetails"
android:label="#string/app_name">
</activity>
<activity
android:name=".TestActivity"
android:label="#string/app_name">
</activity>
</application>
</manifest>
For your application to run on ics, you have to include this attribute in your manifest:
<uses-sdk android:minSdkVersion="3"
android:targetSdkVersion="15" />
This way your application will be compatible from cupcake to ice cream sandwich.
<uses-sdk
android:minSdkVersion="3"
android:targetSdkVersion="15" />
add this in the manifest

APP says "package file has bad manifest" when installed from market

I have an app that works fine from emulator or on device testing, but when installed from the market it can't install with the fllowing error:
"package file has bad manifest"
what could be causing this? I've been checking through the manifest dozens of time without results.
[EDIT]
Here is the manifest with some sensitive parts edited
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.xxx.xxx"
android:versionCode="7"
android:versionName="1.55">
<uses-sdk android:minSdkVersion="7" android:targetSdkVersion="8" />
<supports-screens android:resizeable="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:anyDensity="true"/>
<application android:label="My App"
android:icon="#drawable/icon"
>
<activity
android:label="My App"
android:screenOrientation="portrait"
android:configChanges="keyboardHidden|orientation"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation"/>
</application>
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
</manifest>
'

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