I am using androVM_vbox86tp_4.1.1_r6.1-20130222-gapps-houdini-flash with VirtualBox-4.2.12 and Genymotion v1.0 in Windows 7 x64.
It is a fast VM emulator for android (Fast Startup, Fast APK Upload and Fast Debugging). But it has some problems.
One of the problems is apps icons. As you can see they are big and not well-formed:
Another one is the keyboard input that is not in English:
( Although the language & input setting is in English (US) )
Is there any workaround for these issues?
The icon size is probably due to a strange resolution you configure. The AOSP launcher does not support well not standard screen formats.
Also, it seems that you run an AndroVM virtual machine.
Try to use instead, the default templates offered by the player (the application that comes with Genymotion). Update it (because since the last week the version is 1.1. And download the templates you want to use. It should work.
About the keyboard, I think it has been solved on 1.1. If not send a message though the support page : https://cloud.genymotion.com/page/support/#
Related
I would like to be able to use my hardware keyboard (on my M1 MacBook) within games (such as stumble guys) on android studio.
I use a Pixel 4 API 31 (ARM 64) on android 12.0.
The keyboard works for typing functions where the onscreen keyboard would be required.
However I am wondering how I can use my keyboard to emulate touch instead of having to use my mouse. Can I assign keys to areas on the phone ?
Any help would be appreciated
The feature you request would have to be built into the emulator - translating keyboard input to touch inptu before it hits the target Android software. Since you're saying "on android studio" I'm assuming you refer to the AVD Android Studio Emulator. I am pretty sure that emulator does not support the feature you request, nor have I heard of any other that supports it.
I recently installed Android Studio to learn more about app development. However, I'm seeing screen tearing to such an extent that the IDE is pretty much unusable. Demonstration in the photos below:
Example showing a typical screen tear
Example showing NO tearing (same project, same editor view - captured by minimising the window, re-maximising it, then quickly taking the pic)
For the avoidance of doubt, this screen tearing is only happening within Android Studio on my Windows 10 machine. No screen tearing happens within games, editors such as Notepad++, or suchlike.
Some of the things I've tried to pinpoint the issue:
Changing my graphics card settings, back when I didn't know it was limited to Android Studio. I have a GeForce GTX 980, and various googling led me to tweaking VSync to adaptive and Triple Buffering to On in the hope it resolved the issue. I also tried changing my two identical monitors' refresh rate (connected via Display Port cables, Extended desktops) from 60hz to 59 and 50 to see if it might resolve it. No luck.
Changing many of the Android Studio appearance settings e.g. turning window animations on or off, changing the tooltip MS delay timer, turning off file synchronization/file saving on frame activation and background saving entirely, etc.
Even changing the Android Studio config e.g. -Xmx2048m instead of the default 750mb.
In terms of triggers, the issue is intermittent, but when it does start, it's there until I reboot my machine. In other words, it doesn't relate to my running a phone emulation or having a specific phone emulated, nor what other programs are running on my machine at the same time, nor if the phone "preview" screen is showing, nor if a gradle build is running in the background, etc.
Other interesting aspects that I've spotted are:
The screen tearing seems to be concentrated around where the mouse cursor or keyboard input is located, not randomly on the screen.
I think the issue is not occurring when my monitors are set to Duplicate their displays, rather than Extend. I'm not 100% sure on this yet though; I certainly haven't seen it in half hour experiment using the Duplicated monitors.
I'm now out of ideas, and ready to give up on Android Studio.
Although this feels more likely to be a hardware or graphics issue, because Android Studio is the first and only thing that I've experienced issues with, I was hoping someone else may have an answer about what else to try.
I was having this issue as well on Android Studio 2.0. I fixed by disabling G-Sync on my Nvidia GTX980
See Android Issue Tracker http://code.google.com/p/android/issues/detail?id=189308 ("Screen garbled / messed up when repaint on 1.4").
My teacher wants us to work on the Snake Android demo, and I'm having trouble using the arrow keys of my Mac. I need to press the arrow about 20 times before the snake actually moves. In my 2.3.3 AVD config I have enabled hw.dPad and hw.keyboard. One thing I was suggested was to use an Android 4 rom, but I actually get worse problems. What else can I do?
I guess that you are using the emulator.
It is indeed pretty slow on old/moderate hardware.
One good solution is to use a x86 Android image instead of the default one, they are notably more efficient.
installation guide : http://bryanmarty.com/blog/2012/08/04/faster-android-emulator-mac-android-4-0-3-ice-cream-sandwich-2-3-3-gingerbread/
Another is to run the game directly on your terminal if you own an Android phone/tablet.
According to this Azerbaijani language is not supported by Android 2.2 - however they claim "Note: Android supports more locales than are listed above.".
So how it is actually ? Is there support for Azerbaijani language? Are there issues writing applicaiton which have to display text in Azerbaijani?
Try just writing a test application that just displays some Azerbaijani text in Unicode. If it looks right, then your Android device has a Unicode font that includes the characters used in Azerbaijani.
If the text is not rendered correctly, then your problem will be adding the right font. On Mac OS X you would just drag-and-drop a font file into the right folder, but on Android you will need it installed in the operating system's display server. That might not be possible if you want to run on handsets that are locked down by their manufacturer.
If the font isn't there, maybe you can find a good Open Source Unicode font for Azerbaijani. File a feature request with the Android developers to get the font into the next release of Android. Unfortunately you'll have to wait a long time and will only work with recent releases.
If you're really desperate and you're willing to go to a lot of effort, you could build a font rendering engine into your application. I don't think that has to be as hard as it sounds. Then you will be able to run on any Android release and you won't have to wait around for the handset manufacturers to pick up the response to your feature request.
Locale.getAvailableLocales()
That method returns an array of all supported locales.
How can I build a standard ADV to test my Hello World app. I've just built my Hello World app on Android - using eclipse, and am having real problems getting the AVD to work properly. My setup Android 3.1 level 12, and I set the skin to 800 x 600 as the default WXGA, seem to make a massive screen. When it loads, I get just the Android screen but no side keyboard.
In addition, why do I get completely different looking skins when I play around with the skin size. Sometimes, I get a nice sea scape sometimes, but its portrait not landscape - how do I turn it? One time I get a lock?
Any help would be really appreciated. (I using Java 1.6 64 bit).
Thank you very much.
Ed Ryan
My setup Android 3.1 level 12, and I set the skin to 800 x 600 as the default WXGA, seem to make a massive screen.
Use the scale option when launching the emulator to resize it to something manageable. There are no 800x600 Honeycomb devices, so you are far better served using WXGA.
When it loads, I get just the Android screen but no side keyboard.
Correct. You won't get the side keyboard for WXGA, either. You do not need it, as everything on that side keyboard is available to you from your own physical keyboard on your development machine.
The skins are only available for the out-of-the-box skins or the ones you create manually (see here). However, you can access all of the keys using other keyboard shortcuts, which I personally found way more convenient. Plus, you save space.