I am currently a QA intern at an app publisher and I use the AVD to test apps on various Android platforms and hardware builds. I touch nothing else within the Android SDK, just launch the android exec through the terminal and go from there.
I installed and started using AVDs with no issue about a month ago, installed the Intel HAXM with no issue, etc. It randomly stopped working for me about two weeks ago and I've been struggling with it since then. I've deleted everything from the Android SDK and reinstalled several times, tried using adb to no avail, nothing. I haven't been using Eclipse to get to the AVD Manager, but even when I do it makes no difference.
I've run into a dead end after trying every potential solution I could find on the Internet. Help me before I go insane.
Also using a Retina MacBook Pro, not that I think that'd make a difference, but just incase.
I am going to put this up as an answer just because I really found it to be the best solution to all of my native AVD issues (my default AVD emulators would creep even on my faster machines). I downloaded genymotion and must say that I am a million times happier with the emulation. It is faster, smoother, has more options, it just makes the native AVD look even worse than it already does on its own. Even if genymotion isn't for you, I highly recommend looking into third party emulators. It will make QA, development, etc. with Android that much easier. Assuming ARM isn't required (don't think it does ARM emulation)
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Sorry for posting here, I can't find any support for android studio. Tried posting on reddit but no one is there. If this is the wrong place then please point me to support.
The AVD manager is missing. It's not in the hotbar and it's not in the Tools menu. Just completely gone.
It's a fresh install on the pixelbook go. I've tried uninstalling / reinstalling. I've installed on other chromebooks and it's showing there so have no idea what's going on.
And.. i need to rant a bit before i explode. To the android studio devs if your product is not working then please SAY SO. The amount of time, money, and effort I've wasted trying to get android studio working on a chromebook is insane. This has been the worst software experience of my life.. seriously, you guys need an award for how bad this is. In the three days and three chromebooks I've purchased trying to get this working I've ran into at LEAST 10 different issues and interestingly enough they are different for each chromebook / install.
Try using Linux, It will be more faster then windows.
Ideally it is advisable to use MAC.
And Yes,
Android Studio is heavy. It needs more processing and memory requirements than other development environments. But when you list out the features available it's nothing.
Use proper hardware for good experience.
For AVD find the screenshot.
check the highlighted part for device manager
Easiest way to press shift two time and search for device manager. I have submitted some more way to find device manager or AVD manager via toolbar et.
I've just installed the latest Android Studio (v3.1.2) with all required things to run some emulated Android firmware and test an application in it. I tried to attach my webcam to an emulated phone to simulate its own inbuilt camera, following guides you can find around (and on this site as well), doing everything as it should be done - yet none of all apps I tested were able to use it. They were just spitting some "Camera encountered an issue" kind of errors.
Here is a relevant command's output:
K:\Android\SDK\emulator\emulator -webcam-list -avd
emulator: WARNING: enumerateDevices: Webcam device '\\\usb#vid_0ac8&pid_3500&mi_00#6&197c435a&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global' does not support required dimensions.
So, apparently current version of AVD deems my webcam as "unworthy". I have a budget A4-Tech PK-910H device alright, yet it's capable of 2MP video stream, does even better when it comes to photos. How it can be possibly not enough? Why does it even care, and why it didnt' before?
I used a very similar setup a year ago, and everything worked like a charm. Even more, I used MUCH worse webcam back then without any issues (this old camera is still with me, and it isn't accepted by AVD the same way; that's why I actually bought the new one, assuming 2MP just must be enough for everything). Nothing was changed since that day, except of Studio's and AVD's versions, so I'm pretty sure those are culprits.
Is it possible to resolve it without reinstalling everything from some old obsolete Studio's package? May be I can somehow use an older AVD emulator in parallel to the newest one?
I was able to achieve what I need by installing Android Studio 2.3 with an older version of AVD emulator (25.3). I got the package from this site.
Ironically, my new webcam still didn't work with it, though in a different manner. It at least was shown as connected, and in the app I need to test, instead of spitting an error, there was just black screen when the app tried to get feed from it. I suppose this may be due to the fact all webcams are connected using some BGR4 pixel format. May be it's not supported by this model.
The old camera still worked like a charm, so I'm good for now. A rotten egg flies in direction of Google, for meddling with a perfectly working feature for no reason, breaking it as a result.
I am aware of Genymotion openGL error stack overflow question.
I am attempting to run Genymotion on a Windows 10 system, but the graphics adapter is Intel G45/G43 Express Chipset WDDM1.1 and the driver supplied does not support OpenGL and Intel appear to have no interest in delivering a driver that does for Windows 10. I understand that officially this combination is not supported.
But here's the thing: I can start a Genymotion VM fine from Virtual Box, and it appears to work (almost) perfectly, as far as I can tell.
Certainly I don't see any problem with the graphics.
This must be using some (probably Virtual Box provided) software implementation of OpenGL.
However, when I try to start the same phone VM from the Genymotion console, or from the Genymotion button inside Android Studio, I get the error dialog-box in the linked question above.
My question is: Why is Genymotion insisting that there is OpenGL support from the real physical display driver? And of course, if its for a quality reason only (ie: sub-optimal user experience otherwise) is there any way to disable this check?
The reason this matters is that Android Studio does not list the Virtual Box started phone VM as somewhere an application can be run upon. I suspect that when Genymotion runs a phone VM, they set up something that the Android Studio integration needs, that simply running from Virtual Box doesn't provide.
In addition, I can't circumvent the Android Studio integration by deploying to a phone VM using the gmtool device install file.apk command bundled with Genymotion because this is a paid license feature. As you can imagine I am somewhat reluctant to purchase such a license when I know I am running in an unsupported configuration.
Purchasing new hardware also isn't an option for me in the short term.
EDIT: The justification for this question has since evaporated. Although I can't deploy using Android Studio or gmtool.exe, I have managed to deploy by using the phone web browser to fetch the .apk file. The gotcha here is that the web server must supply a Content-Length header or the download will fail. So I now have a workable solution.
{{{ Andy
I'm part of the Genymotion team. That's an interesting question. The answer is: yes, we ask for OpenGL drivers for performance reasons. Without this, the whole Android rendering would be handle by the CPU (as soft rendering) which is not fast enough to allow a real usage of the devices, with a seamless user experience, particularly since 4.3. If you run a 4.2.2 image from VirtualBox, you'll see the UI inside the window but the rendering will be very laggy.
As you maybe already noticed, running the Genymotion devices from VirtualBox works only for images up to 4.2.2 (released 3 years ago). The other image will show only a console window. And to be honest, you should more consider it as a side effect than a real feature. This behaviour could disappear on a future release for any reason. And there is no way to disable this check.
As you mentioned, this configuration is really weird and exceptional. As far as I know, we don't plan to support these kind of configuration and I don't see any real viable solution to make it work properly.
Also, to explain the problem you encountered with Android Studio. When a Genymotion device start, it gets a local IP. This IP can be used to connect it to adb. Then it is possible to interact with the device like with any other Android device. This is the tools used by your IDE (and (m)any other tools communicating with Android devices.
Usually, the Genymotion app does this for you, by connecting the newly started device to adb. But you can do it yourself by running adb connect <DEVICE_IP>:5555. Just be careful because this connection could not be permanent and you should have to run this command regularly in some situations.
I hope this answer will help.
Cheers.
So i'm having awful trouble trying to get the Emulators in the Android SDK to start up. I can create the AVDs just fine, and then when hitting the 'start' button from the SDK Manager, bring up the small loading console window, indicating that the emulator is launching. However, after that, nothing happens!!
I have read many threads and posts with people having the same problem, maybe to do with the settings requiring too much memory, with some people waiting 30 minutes for the emulator to load!!
When trying to run the AVD emulator through terminal, I simply get a 'Bus Error' with no further indication of what could be going wrong...could it be a memory issue?
What I did to get where I am now:
Download the Android SDK package for Mac. I'm extracting the sdk only, not eclipse. I'm on Mac 10.6.8.
Install the SDK, and download the latest version of Android in the SDK Manager, along with default tools.
create a AVD and hit start.
window pops up to boot the emulator, that process is complete and window closes.
Nothing happens.
My knowledge of the sdk tools are very limited, all I want is to be able to do some testing...
Any help greatly appreciated!
Thanks
Actually, the simplest way to get emulators running right now is probably GenyMotion. They provide an interface, and pre-configured emulator images to make it pretty simple to get running.
This is not an endorsement (I use the standard ADT myself) but a lot of people find their tools useful.
Here is my suggestion: instead of using AVD, start using espresso and virtual remote android hardware emulator from Google servers - also known as android-test-kit. You will have the possibility to run and test you App on several different devices, without the need to spend money on actually all different devices for developing and testing purposes before releasing your Apps. You find further details here:
android-test-kit
Why Espresso
The 2 videos are somewhat long, but worth watching.
Taking this approach will solve your problem, save you money, and improve your productivity.
I run into the same issue on my mac 10.6 and it only works if i do
emulator64-x86 -avd my_android
Besides, my virtual device has to configured using x86 but not ARM
maybe this link can help you.
I want to be able to develop and immediately run android apps on my device. I've played with sl4a and a bluetooth keyboard, but the app and ide weren't designed for what I want to do with them. what are my options?
clarification: I want a mobile dev env that doesn't involve any computer (other than my android device). I'd like a simple code editor, like emacs or scite ideally, and some kind of complete interpreter or compiler for the full android api that runs on the device. I'm dreaming, clearly, but how close can I get to that today?
I've gotten Vim working really well in ConnectBot on my Milestone. I needed root privileges because of where I put the files, but you might be able to find a work around without it.
See this link:
Native Vim for Android
See also my comment after the post. I've got $HOME setup on my sdcard, and a bunch of Python plugins and colorschemes in ~/.vim/ and everything just works.
Of course this requires you to be comfortable working in Vim... I've gone back and forth with it several times in the past. It is very strange, but once you pick up a few habits and figure out its odd vocabulary it is very nice to use!
I got a pure python version of Mercurial working on Android too. It was a pain, but now I can push and pull code from my repositories and keep my /sdcard/sl4a/scripts/ folders in sync with my latest changes. I documented some of what was necessary in a bug report to py4a.
Canonical just announced that they will be bringing Ubuntu to android devices. Hopefully this will help....
http://www.engadget.com/2012/02/21/ubuntus-full-desktop-os-coming-to-multi-core-android-devices/
Like FrinkTheBrave said, you can use an ide (Eclipse is perfect, because of the Android Development Tools, but you could use any other program.
If you work on Windows, and after installing the USB driver, you only need to plug your phone to the usb and hit Run (or debug), and Eclipse will copy the apk into your Android and start running. It takes less than 5 seconds.
If you work on a Mac, you don't need to install anything, just plug in the phone and it works =D.
Well, in Linux it is a bit more complicated (though not impossible, I actually work with Linux), but you can still develop there =).
Cheers
BIG BIG EDIT
I've seen today just what you asked few time ago. Here, take it: https://play.google.com/store/apps/details?id=com.aide.ui It's obviously hard to type on a smartphone, but it could do the trick on an EEEPad transformer. Have a good day
I'm not sure about developing on Android, but you can use one of the sdks available to write your code, then copy the apk onto the device via usb and install and run it.
It takes less than a minute from saving the source code to running on the target hardware.
I use the sdk at developer.android.com and eclipse on windows xp, and use AndroZip on my phone to install the sdk. simples ;-)
I've not looked into using usb debugging, but that could be even better.