How to use basic4android exported apk - android

I am a .net developer but new to android programming. I have used basic for android and set to compile & run project into my LG device. Everything is good but my question is when I compile and run, everything is done?
Can I use the exported application file in the project folder in any device? I wrote a app and send it to my other galaxy phone, it worked! But when starting app, it works but first showing message: "Waiting for IDEdebugger to connect", what is this?
thanks for your help.

Before you package your application in b4a for other users or uploading to store, you have to change the compilation mode from debug to release or release(obfuscated).
If you compile in debug mode, that is when if you share the application to different users, it will always launch with the information waiting for ide debugger.

The app will work upon the platform which you choosed when you started your project. See what platform you choosed I remember there are Android , android icecream sandwich ..etc
So upon your choice you can know what devices you app will work but take care about the screen dimensions variations because this may cause problems in the way of the design is displayed so you should create scale just to be safe.

To get rid of that error you should uncheck Project->Attach Debugger. Also the file you will upload to Google Play Store or other places will be a .apk file in your objects subfolder. Basically you will need to either setup the Galaxy phone like your LG device or change the project to release and copy the .apk file onto your SD card and manually install it. For more information on your error a quick Google search led to a forum post on Basic 4 Android's forum. The link to that post is http://www.basic4ppc.com/android/forum/threads/waiting-for-ide-debugger-to-connect.13813/

Related

Flutter Install only outputs white screen

I tried running my Flutter app on an emulator and it works just fine. Then after trying out the application a few times, I decided to create an .apk file out of the app, but when I tried to install it on my phone, it just outputs white screen and nothing else (usually when I ran it, it outputs the login screen). I also had my friend install the .apk file to his phone, but to no avail he also reported a white screen and nothing else.
Then I tried another method of loading the app by running the application on my phone, instead of building the .apk file and installing it manually on my phone. To my surprise it works perfectly if I were to run the application from the Android Studio IDE directly onto my phone.
Can somebody point out to me what am I missing here? Am I supposed to change something in my build.gradle file before compiling it into an .apk file? Let me know if you have any ideas!
Thanks!
Are you using Firebase or other packages?
If yes, you can probably having error when use a release mode app. And to fix it, we need to know what packages you are using.
If not, please follow this issue https://github.com/flutter/flutter/issues/70558

How to deploy a Kivy app to Google App Store?

Deploying a Kivy app to Google Play Store is a true pain. I spent over a week now trying to deploying the app to the Play Store, whereas I spent only 5 days developing it.
After managing to overcome all problems during the build process with buildozer, I'm facing now another problem when I want to deploy my app to google store. This is the warning I'm getting:
Unoptimised APK
Warning:
This APK results in unused code and resources being sent to users. Your app could be smaller if you used the Android App Bundle. By not optimising your app for device configurations, your app is larger to download and install on users' devices than it needs to be. Larger apps see lower installation success rates and take up storage on users' devices.
Resolution:
Use the Android App Bundle to automatically optimise for device configurations, or manage it yourself with multiple APKs.
I know It's just a warning, I can ignore it right? I thought so too, but google store is not allowing me to deploy my app. So I must somehow solve this issue so that I can finally deploy my app in peace.
Here are the steps I'm making to build my app:
I followed all these steps (signed the app with key etc...)
I even tried using jarsigner as an extra step since the steps above didn't work
I also tried using zipalign to "optimize" my app
But none of that worked. Still google store is saying I need to make a bundle android app. But I'm using kivy/python so I can't use android studio to make a bundle and I can't find in buildozer docs how I can do this or if it is supported.
My app size is 28 MB, I even tried to remove some necessary stuff just to see whether it will work. So I reduced the size to 14 MB but that didn't work either. It's really frustrating. Building apps is fun while coding but the deployment process is real headache.
Here is a link to my app in case you want to play with the code or see the buildozer.spec file. I lost hope of uploading it to Play Store, hence I open sourced it.
Edit
here is how the google play console looks in my case:
This is the first tab, where I upload the app:
This is the second tab, where I should review and then release (notice here that I can't press the roll out to production button):
As you guessed, the message you're seeing about using AAB is just a warning, it doesn't prevent you from releasing the app. You're far from the first person to be confused by it though, the google interface is quite unclear.
The actual problem is that you need to make sure all the essential information is filled in on every page of the app store configuration. In your screenshot above, pages that have been completed are marked by a green circle with a check mark. In contrast, the "Store Listing" page only has a greyed-out check mark, indicating that you need to add something there before you can release the APK.
As discussed in comments, it turned out that the missing thing was screenshots of the app, and after adding them it could be released successfully despite the warning message.

VideoCast Sample App on Android does not detect cast device

I have downloaded and built the CastCompanionLibrary and CastVideos-android sample code from github, after updating google play services library etc.
I have modified the strings file to enter my AppId.
I have a test device configured in the developer console, and also I configured an app (is the sample video app in this case) and I entered the same package name as in the AndroidManifest.xml for the app.
The app start, runs and shows lists of videos - but does not seem to detect the chromecast device as on button is added to the ActionBar.
I am now trying to publish the sample app to see if that fixes it, but following the instructions and using the stock sample code is not working for me so far.
What am I doing wrong?
Andrew, which XML file you were referring to that had Pay Service version stuff in it? As to your issue, my suggestion is:
(1) Make sure your devices is whitelisted for your app. I imagine you are creating an app id on the dev console and using that app id. If your device is whitelisted, you should be able to access it using a chrome browser at http://<chromecast-ip>:9222, if you cannot access that, your device is not whitelisted. To troubleshoot, take a look at this post.
(2) After your device is set up for development, then make sure you put the app id in the strings.xml. Make sure your dependencies are set correctly: the companion library depends on appcompat and mediarouter from v7 of the support libraries, and rev 15 of play store library. The CastVideos-android only depends on the companion library.
If you follow these steps, all should work.
OK here is my summary of things I had to do to get things working with an unpublished app:
Double-check the Device ID. It's difficult to read and some characters could be wrong. Taking a photo in good lighting is a good idea.
Configure the device in the dev console (https://cast.google.com/publish/#/overview), register it and wait. Then later I had to reboot my Chromecast device (in fact twice). I used the chromecast app (Mac OS X) which you can download from here: https://cast.google.com/chromecast/setup
I had poor Wi-Fi performance that made my Android device change WiFi SSID to a different one from where the ChromeCast was connected. Latest versions of Android seem to test response time and bandwidth and then may change if deemed "unstable" (I had it overloaded with downloads) and there is another better one available. So, double check you are on the correct WiFi on Android.
Off course, configure the app in the dev console and past the (Case Sensitive) app id into the app_id string in the strings.xml file in the Android res/values folder.
I think that´s all. Happy casting!
I have the exact same issue, the cast video sample app doesn't find my chromecast so it doesn't show the "cast button" in the action bar.
Like you, in https://cast.google.com/publish/#/overview i have set up a new Styled Media Receiver application with the Android platform and set the package name to : com.google.sample.cast.refplayer
Then i found this : https://developers.google.com/cast/docs/receiver_apps#default
So i changed CastApplication.java in the onCreate method :
APPLICATION_ID = CastMediaControlIntent.DEFAULT_MEDIA_RECEIVER_APPLICATION_ID;
Now it works, i can see the cast button and send videos to my chromecast.
But i still can't use my own application to use my own receiver.
I published my application from the Cast developer console (https://cast.google.com/publish/#/overview) and that seems to have fixed it.
BTW: Other people may have had uppercase/lowercase problems with the app ID - but not me.
I took the advice of some google page, and took a photograph of my Chromecast close up....with that unreadable laser etched ID.....
Then I zoomed in and checked.....and yes, I had a '8' instead of a 'B' in my device ID, probably causing my device to be not WhiteListed as mentioned by Ali Naddaf.
I deleted the old device, and created a new one with the correct Device ID. Then I had to wait 15mins for it to be registered.
So, I changed the package name of the sample in AndroidManifest.xml, I created a new Android app in the dev console with that package name, and put the new App Id into the code (strings.xml) and rebuilt and deployed my Android app.
All that did NOT work and the chromecast did not appear......so for now, using a published app is the only thing that works for me.

Can't install third-party APK file

I am a new programmer for Android, but I have been using eclipse for a year and a half now. I am developing an Android Application for my school's health department to allow students to track certain health behaviors overtime.
I have completed the coding of the app and have successfully tested it on a virtual device. The applications runs fine on the AVD.
However, the problem arises when I export the project as an Android application through eclipse. I create the apk file using the debug.keystore and the androiddebugkey. I create the apk file (which is about 115 kilobytes). Next, I connect by phone (an LG Thrill) and open it via My Computer. I drag and drop the apk file into the "downloads" folder in the phone.
I use a Market App called ASTRO to access the apk file in the downloads folder. However, when I try to install it, I get the dreaded "There is a problem parsing the package" error. I have had this problem for weeks now.
I have tried all sorts of solutions. I have developed the app for the same Android level as the phone. I have tried making my own keystore and exporting. I have also tried making smaller apps (ie: HelloWorld) and installing them. I keep getting the same error.
One thing that I noticed was that whenever I go to the apk file in the ASTRO Market app and click on the apk file and then "Open App Manager", I see that none of the apk file's settings (ie: Name, Size, details) are shown. All the Marketplace apps I have in the folder have visible settings by my apps don't.
What might I be doing wrong? Is it something with building the apk file? Or am I uploading it onto my phone incorrectly? Whatever it is, please let me know.
Go to: Settings->Security->Device Administration and make sure you have Unknown Sources enabled.
Have you checked your manifest file? What is the required minimum version of Android that you need, and what is the version on the device you are installing it on? Everytime I have run into this problem, it is because the device has less than the minimum required version of the operating system on it.
Home-->Settings-->Application Settings-->Unknown Sources Click Checkbox on
I know it's kinda old topic but it has just happened to me (Android 4.1.1).
Solution: If you have wifi turned on, make sure you have internet access. I dealt with this problem and multiply requests to install application appeared.

getting google maps working on phone/tablet (no problem on emulator)

most people have the opposite problem that I do.. I have no issues on the emulators (API keys should be correct). But when I take it to my tablet.. I don't get anything..
do the apps needs signed to touch base w/ google maps (when installed on a tablet/phone)? Getting apps signed has not been working out well for me.. even got an error trying to say my debug.keystore has been manipulated?
If someone has a very nicely laid out walk through for creating the key I would be greatly appreciated. I've tried this in eclipse and through command prompt.. Nothing but issues.
It sounds like you copied your project from some other place. Try to go through the directory of your project and delete anything that you don't think should be in there. Delete any generated files or keystores you find in there. Rename the package to your own package name, please do not pick com.android. And then, rebuild everything.
Or better yet, create an android project from scratch, and put in the minimum code that will render a map, and then test it on a phone to see if you get the same result.
And then, test it on the tablet after that (you say it hasn't worked on the tablet, but I remain unclear as to whether you tested it on a phone too).
And do not sign anything, just connect it to your tablet with the usb cable, set your tablet to debug mode, and select run as an android application (Eclipse will do the rest with the debug.keystore and the signing).
And by the way, starting in Android 2.2 or 2.3, the google map API keys don't need to be correct anymore to work on the emulator I believe. The complaints you found probably predate this change.

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