I'll try to make this simple :
If I create an AIR app from the Flash IDE, I can choose to embed folder in my package. Then I can load the files using 'app:/'+filename. Everything is ok.
I have to move to Flash Builder because I can't test workers in the IDE (thanks Adobe). My issue is that, if I test/debug from Flash Builder, it does a stream error when calling 'app:/'+filename. If I launch the test in the IDE from FB, it works but the Workers don't. I should mention, the reason I'm using this method is that I have so many graphical assets, it's just easier to maintain/update this way instead of using [Embed.. ] for all my items, and it just works in the IDE...
I've added my folder to my sources locations in Flash Builder, still it seems I cannot use the 'app:/' thing.
How can I make this work so I don't change my code and still use 'app:/'? FB is such a confusing program...
edit : I tested again the workers in the IDE build launched by FB (the test in flash IDE icon), I can trace its state with :
worker.start();
worker.addEventListener(Event.WORKER_STATE, this._handleWorkerState);
private function _handleWorkerState(__e:Event):void{
trace(__e.currentTarget.state);
}
traces 'new' then 'running'. But for some reason, it doesn't send or receive any data from any message channel, which, again, works in FB4.7 when i run a debug but doesn't find my files....
Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: app:/foldername..
So basically, I'm looking for a solution to at least one of my problems :)
EDIT :
So ok. Here it is, one issue was due to the wrong debugger version installed (for the workers part). So I can now work and compile in the IDE again. I haven't found an answer to why 'app:/' doesn't work from FB4.7. So that would be the remaining question.
One option since you have Flash IDE is to create a library with all of your images. Drop all your images into the library in Flash and export them for actionscript. Then publish and create a a SWC. Then you can use the swc, which is kind of like a zip file for display objects, in flashbuilder and access them like:
var mc:MovieClip = new imageExportedForAS3_1()
Create a top level folder in your flex project called for example images, copy all of your images into that folder, then every time you need to load an image, just use the source attribute and use the absoulte rute, for example.
<mx:Image source="#Embed(source='../images/pic.png')"
I have never used the app:/ sentence before! Good luck!
Related
A third party created a unity project for me but they lost their project on their end. A guy had it on his laptop, never backed it up but he did send the integrated unity project for android. The only issue is that we need to change something inside it. So I have the android project, I just need the built unity's source code.
The same situation occurred with our IOS version, luckily Xcode had the Assembly-Csharp accessible and I could find the value I needed to change. The Android's Unity was built with il2cpp. I've managed to re-secure the assets using some tools I've found online. So I can potentially rebuild the project with new scripts. However this may take a rather large amount of time. So I found I can edit the source code through the hex code, but this seems limited/nigh impossible as I need to make a condition on this string instead of simply setting the value. If there is a way to do this with a hex editor on the lib2cpp.so file I would greatly appreciate even a lead. Alternatively I have found some things on hooking a string, but I am unsure of how to go about this and cannot find sources of where to start such a thing.
Any leads or information on how to edit a string on a condition in the unity source code through it's lib2cpp.so file or libunity.so file would be greatly appreciated!
Is it possible to debug an app on many phones at the same time in Android Studio? By this I mean launching multiple debug instances, each one on a different phone, like in Eclipse.
At the time of posting this question probably the only solution was the one posted by George V.M. Now, after several updates of Android Studio, this can be easily done by creating N copies of the same Debug configuration and launching each of them on a separate phone.
Update
You might want to take a look at Vlad's answer. This one is pointless for newer versions of Android Studio. In case anyone is still curious, this was my really hacky way of solving the problem
In case anyone out there is still looking for a solution to this, here's what I've found.
I'm working on a project that requires wireless communication between 2 instances of the same app running on 2 phones (actually, 2 or more). There were a lot of times where I wished I could debug 2 devices at a time. It wasn't until recently that I figured out how to do it.
It's actually quite simple: Have 2 instances of Android Studio open and you can debug multiple devices at once, (one device on each Android Studio instance) with breakpoints and everything!
Catch 1: You can't open two instances of the same project
I haven't been able to run two instances of Android Studio where both instances have the same project open. It will just redirect you to the already open project.
Solution:
The solution to this is to just make a copy of your project somewhere on your PC and open that project allowing you to have two copies of the same project open.
Catch 2: Changes have to be made on each copy manually.
Now here's a new problem. What if while debugging, you find a mistake in your code and amend it. Now you have to make sure you make that exact same amendment in your second copy of the project so that the second device doesn't have the same error if it hits those lines. This is annoying, having to remember to make a change twice; once in each copy of the project.
Solution:
My solution to this problem was to just make a 'symbolic link' of the project instead of a physical copy.
(A symbolic link is a 'nickname' or a 'reference' to a file. If you make a symbolic link fileB that points to fileA, although they seem like two distinct files to the OS, they in fact point to the exact same physical file. Any changes made on fileA will be reflected in fileB since they point to the same physical file/data on the disk. Instructions on how to create symbolic links are given below)
Now hold on just one second!!! Making a symbolic link of the entire project might not be a very smart idea since you'll have two Android Studios trying to edit the same files. This could lead to problems, especially in the case of build files and IDE files.
So what I did was make a symbolic link of only the source files, or any file which I'd be editing directly and which AS wouldn't normally touch, and make a physical copy of every other file.
The only thing you need to do is remember to hit Ctrl+S after making changes to your code in one AS instance so that the changes will be reflected on the second one. It might still take a couple of seconds for those changes to be reflected in the second instance but you can just click the "Synchronize" button (top left, next to "Open" and "Save") on your second AS which will cause all externally changed files, i.e., the file you just edited in your first instance, to be reloaded from disk.
You still need to be careful though. Every time you make a change in one AS, make sure you save all those changes and that those changes are reflected in the second AS before you try doing any editing in the second AS. Otherwise conflicts could cause you to lose the changes you made in one copy. One way around this is to force yourself to make changes to a file only on one AS and not the other.
Actual Instructions:
Okay that was a lot of talk. Here are the steps you can follow along with tips:
Close Android Studio and make a copy of your project into another folder on your PC
Go to your second copy and delete all your source code files since we're going to make symbolic links of them.
(these are the files I usually make symbolic links of instead of a copy:
all build.gradle files
the entire app/src folder
if you have any other loose source or resource files or othwerwise non IDE files that you might edit, make symbolic links of them as well
Make a symbolic link of all those non IDE files from the first project folder into your second project folder.
to make a symbolic link of a file in Windows, use
mklink path\to\symbolic\link path\to\original\file
to make symbolic link of a folder in Windows, use
mklink /j "path\to\symbolic\link" "path\to\original\folder"
to make a symbolic link of a file or folder in Linux, use
ln -s "path/to/original/file_or_folder" "path/to/link"
Open up Android Studio again. It will probably open the original copy of your project if that was the last project you opened in AS.
Go to File>Open and open up the second project copy on your PC.
You will now have 2 copies of your project running and you will be able to debug your app on 2 devices at the same time! (Remember that breakpoints won't be shared between the two copies)
If you are talking about attaching the debugger to several phones, I'm going to say no.
The port will be blocked with that traffic from one phone.
Unless someone figure out a hacky way to do this, atm It's not possible as far as my knowledge.
Android studio has its VM devices, but it requires installing Intel Accelerator because it's too slow until it show up. alternatively, I recommended "Genymotion" for running multiple instances and different devices. I'm using it and its working perfectly.
It may takes a while for setup and installing but once its installed it will be light weight and I promise you'll be pleased while working on it =)
Here is the link:
genymotion intallation user guide,
genymotion website
I am having some difficulties with my android app parsing an xml that contains links to PDF files. It should open a listView showing all of the files listed in the xml. However, most of the time it just freezes up on me. The app was made by a developer no longer with us, and all I have is the apk and not the source files. Is there a way to use the apk to get the source files and figure out what the issue is? Android is not my forte and I'm at a loss with how to fix this.
UPDATE:
It appears that devices running 2.2 display all the songs just fine, while the newer versions of Android crash when ran.
I've had problems with android 2.2 on my HTC desire taking a long time to parse large XML files. There wasn't much I could do other than switch from DOM to SAX which for some reason was a lot quicker
However debugging this without source code is likely to be pretty difficult. Not least because fixing the issue when and if you find it will require you to re-compile a new class in replacement for the one which keeps freezing.
I would suggest you look into decompiling the APK back into source code.
According to Wikipedia APK files are based on the Jar file format which in turn is a Zip file:
http://en.wikipedia.org/wiki/APK_%28file_format%29
That makes this task a little easier as you won't need to look for a decompiler that is specific to android but a more generic Java Decompiler.
A quick search on google suggests this one:
http://java.decompiler.free.fr/
If you can decompile the app back to source code and then get that source code into eclipse and rebulild from source then you can start to debug.
Ok, quick question . . .
Is it possible to build (compile) an Android Native Extension (ANE) without using Flash Builder.
Im trying to build an extension within eclipse but anywhere i look it says to use Flash builder somewhere throughout the process. I dont have flash builder, only Flash CS6 and Eclipse. Is there a way to package and get a ANE file using only flash and eclipse?
Many Thanks
here's some documentation on how to package .SWFs into an ANE: http://help.adobe.com/en_US/air/extensions/WSf268776665d7970d-2482335412ffea65006-8000.html
as far as getting your .AS code to .SWFs and .SWCs, the mxlmc (for the .AS->.SWF) and compc (makes .SWCs) will both run outside of flash builder (and are found along with adt in the free to download flex sdk: http://www.adobe.com/devnet/flex/flex-sdk-download.html )
(.as, .jpg, .swc, etc) ==mxmlc==> (.swf)
(.as, .jpg, etc) ==compc==> (.swc)
(.swc, .swf) ==adt==> (ANE)
its not an answer but what I have to say will not fit into the comments box . . .
ok now im really lost and confused.
heres what iv done, I have created an android project within eclipse. within this project I have included the flashruntimeextensions.jar file and created all necessary files within the eclipse project(that im aware of)(a TorchExtension.java file which returns a new Context.java file, in which i use map.put("torchy", new TorchFunction()); and then obviously a torchFunction.java file which contains code to "turn torch on".
am I correct in thinking I need to export this as a SWC or ANE file, which I can then import to flash through the java build path?
or do I have to create some form of action-script library to talk between flash and native code? i have gone through countless pre existing ANEs but I have failed to get any working, I feel like im missing something important.
I have a working code with html unit and java(repeat, working code :P) no errors no missing jars.
now I copy paste this same code into an android project, add the html unit library etc... try to run it and I get
could not find class "com.gargoylesoftware.htmlunit.webclient"
and a series of subsequent errors that follow
I tried adding jar files to /libs folder as some suggested(through google) and that cost eclipse to go out of memory before opening the emulator
I also ticking the libraries under order and export (that did not do much)
anyway so the question is, is it possible to get html unit to run with android? and if not, what is the alternative to it in android? my software needs to loginto a server, fill several forms, etc...
thank you
Try creating project from existing source ... I have this problem often when I try foreign code.