I've been playing with a Java's Magento connector called magja (https://github.com/magja/magja) in a 'normal' Java project. And everything were working fine till this point.
After that, I started a simple Android application that would use the magja code to consume such information from Magento.
The question is: how should I configure the my Android project to deal with a 'normal' Java project (not a library)? This another project uses several xml files to configuration and Maven to deal with dependencies. How this impacts my Android App?
Thanks a lot!
EDITED
Actualy, I've already tried this approach (Android project unable to reference other project in eclipse), but always when the app tries to run the 'project B' (magja) code, it causes a
java.lang.NoClassDefFoundError: org.apache.commons.httpclient.params.HttpConnectionManagerParams
I believe it's related to some .jar files that magja uses. It looks like that I would solve the problem if I could share such library between the projects.
Related
I am a student and currently working on a project where I am trying to connect my game that which I have created with Android Studio. A neural network has also been made with Tensorflow which is going to be used for the android game.
The problem is that Android Studio uses a build tool which is called Gradle and Tensorflow uses Bazel. To solve this problem I have been trying to build my android game with Bazel but I am stuck at the part where I have to add the used external dependencies. For the game I use the following dependencies:
Appcompat
Support
Percent
Which supposedly should come with the android support repository.
I have looked at http://www.bazel.io/docs/external.html and several other sources but I still do not understand how I can add the dependensies. Could someone provide me with an example how to do it with for example appcompat and what I have to do to make it work? Or is there another way which would be easier?
EDIT: I have have been succesful in building the android example of Tensorflow but this: https://github.com/tensorflow/tensorflow/tree/master/tensorflow/examples/android
But it doesn't include dependensies which I am using.
You may want to look at the Makefile support we just added for Android:
https://github.com/tensorflow/tensorflow/tree/master/tensorflow/contrib/makefile
It's still very experimental (and fiddly), but should let you build a static library that you can more easily use in your gradle project.
Nevermind I resolved my issues, after removing the depensies I checked the WORKSPACE file. It seems I didn't set the package correctly, my bad.
I'm developing an android plugin for Unity that uses zxing as library.
My app crashes when at OnCreate on an Activity which extends CaptureActivity due to missing resources (R.id. stuff).
I have placed the zxing project in Plugins/Android, as for the other plugins. It finds classes (I managed to list all classes in apk and they are there, even cativities can be started), but there must be some kind of problem when creating layouts as it fails there.
If I surround onCreate with try... catch, then the scanning activity starts and works, but there are no menus, icons, buttons...
I tried creating a .jar in eclipse and then replace the entire project in Unity by it, but it doesn't work either.
I'm using facebook plugin as well, and it works properly. The project structure is as usual: project placed in Plugins\Android and that's all.
Why is facebook project working fine and mine not? I can't understand.
I already solved other problems by reimporting the stuff, and some months ago I managed to make zxing work in another project, but now I can't (maybe updates have something to do)
For now my only option is to get resources by name: getResources().getIdentifier(name, defType, defPackage). It would work, despite of the lot of work, as I'm not going to modify anything else in ZXing, but not the best option, and definitively not a general solution to work with plugins.
Any help, or documentation in deep unity android plugins stuff is welcome.
PS: I added sources to unity plugins folder, so I can edit with Eclipse with no need to compile, copy and all that stuff. I can't do that for ZXing as unity creates a bunch of .meta files that makes R generation fail (files can be ignored applying patterns in code folders, but R generation is done by a different processor and I was not able to set any filter), so I have to copy the project from eclipse to unity when modified.
I am working on a Android app in which I would like to add plug and play module functionality ,Say I have Two android project
[A] An app for capturing a image using camera and storing it in memory
[B]Enabling map and locate current location .
now I want to add add this functionality in my Another Android app.While going through android developer link and Android Library Projects - Tutorial I figure out that to use plug and play module I have to make my above project as library project so that I can use it in my new app ,now my questions are
1 Is this only way to use library project to add plug and play module
functionally in my app or there are another way also?
2 what are the pros and cons of using library project in order to add
plug and play module functionally?
basically I am researching on how to add plug and play service in my android app and trying to find best solution ,so any clarity on this topic will be extremaly helpful !!!
thanks in advance !!!
An alternative would be to use a linked source folder. In Eclipse, you can set this up in the project settings in the Java Build Path section. You can choose some source code directory outside your project that will virtually be in your project's space (and other projects that use it will do the same). I find this to be handy just from an IDE UI standpoint when I'm co-developing a module along with an app or two. What I don't like about library projects is that they sometimes don't update correctly within your project so you have to rebuild it and your project or clean your project to continue. Also, the module is simpler because it's just a directory of source code files, not an entire Eclipse project.
One other downside of libraries is that they can introduce conflicts that can be a headache to fight. For example, your library might have a different version of the Android compatibility library in it than your main project, and therefore give you compile time errors. Or there are sometimes errors with duplicate libraries, and you have to go fool with the Order and Export settings of your project.
If your module is going to rely on String, layout, and image resources, etc. that are common to all apps that implement the module, then a library project will be easier to work with so you don't have to pass all your resources in through your module's class constructors and duplicate them in each project.
A third option is Gradle, although as far as I know, that would essentially just help automate one of the above two options. I'm not very familiar with Gradle.
I'm just getting started in Android development, and use Netbeans with NBAndroid and SDK 17.
I'd like to use the same Java source code in my Java and Android app.
http://developer.android.com/guide/developing/projects/projects-eclipse.html says how to do it in Eclipse (although it is sketchy on the .JAR connection thing), but I can't seem to make it work in NB.
Based on that link, My understanding is that the correct setup for the Android app is an Android Application project which references an Android Library project which in turn references a .JAR library produced by a Java Library project. I could then also have a Java Application project referring to the same Java Library project.
So, I've set up this project structure... I have an AndroidApp project which is a basic HelloAndroid Activity in a com.ex package. This project includes an AndroidLib library project in the Libraries folder. I also have a LibClass.java file which defines a simple LibClass class which has one function getText() that just returns a String to be displayed. The MainActivity in the AndroidApp calls this to get the String to output.
When I put LibClass.java directly into the AndroidLib project, everything is fine.
But what I want to do is to share the source code with Java.
So I want to move the LibClass.java into the JavaLib library, whose .JAR file is included in the AndroidLib project. However, when I tried that, I get an error in the MainActivity class, complaining it can't find LibClass. Looking at the Projects window, I can see LibClass.class inside the com.ex package in the JavaLib.jar in the Libraries folder of the AndroidLib project. And AndroidLib is visible in the Libraries folder of the AndroidApp project, but it doesn't show any packages or other contents there.
So I feel like I'm just one step away from making this work. Do I need to do something with one or other of the AndroidManifest files perhaps? Or do something with the build.xml files? Or am I on the wrong track altogether?
I'd be really grateful if someone could post a how-to for this.
I'm trying something similar; I've got Java EE projects, built using Eclipse, and I'm trying to utilize some of that code from my Android projects. This should give me a shared codebase rather than a bunch of confusing SVN externals which I've had to endure before.
Rather than creating JAR files I've found that working with the source and building for the platform works best (well, it has been working but I've got a problem with it at the moment). So, what I'm doing is:
c:\MySvnFolderStructure\MyJavaProjectFolder\src\ (and then all the source under that)
c:\MySvnFolderStructure\MyJavaProjectFolder\android\ (and all the Eclipse Android project gubbins)
c:\MySvnFolderStructure\MyJavaProjectFolder\jee\ (and all the Eclipse JEE project gubbins)
The Android and Java EE projects do not have their own src folders, they both link to the src folder in their parent folder. What this means is that each of the Java implementations is building its own byte code version from the source, and using its own external libraries (like the Apache HTTP ones, for example).
Naturally they can't share stuff like awt (as mentioned in another post), but there's plenty of stuff that does cross-over especially if it's core Java classes that are being used.
Also, it's proving a bit tricky writing JUnit tests as there needs to be some duplication of the test code at the moment because the Android ones need extra instrumentation, but I'm working on it.
Also, see this post about relative paths in Eclipse, which means the folders can be checked-out to different places on different machines (like we all do with our version control check-outs) and still be shared.
if I understand your situation correct, you are trying to use a custom java library for both your android and java applications.
For this scenario, you can build the java library first. Instead of adding the java library jar as android library, you can drop the jar directly inside the libs folder of android project and add it to android project's build path.
If you are using ANT scripts for building the java library jar , you can consider adding the source files also as part of jar. This will help you get code assistance when you develop the android part. But this part is purely optional.
The problem is that the Java platform in Android is different from the JDK platform.
In particular, the .JAR library CANNOT refer to anything that is not icluded in the Android platform. An example of things you can't refer to is java.awt.* (except you can have java.awt.fonts).
There is also a difference between JDK String and Android String -- Android does not implement the isEmpty() method.
I just started to play with android dev and java+eclipse is pretty new to me. I managed to create simple project and run it on my device. Now I want to create simple game (more of them actually) and I would love to use shared code base for all of them (game loop, initialization, etc..).
Problem is that I have no idea how to correctly do this. I created android project called engine with all basic stuff that I need and made it work on device. Now I tried to create another project in same workspace called mygame. Main class (activity) of mygame is MyGameApp which inherits from EngineApp (main activity of my engine project) which inherits from Activity.
I added engine project into required projects in mygame build path tab in properties. Problem is that when I try to run this project it crashes on ClassNotFoundException trying to find my MyGameApp class.
Any help (or pointer to some articles that explain how this is done) is greatly appreciated. few hours of googling didn't help much :/
You need to set up an Android Library Project
An Android library project is a development project that holds shared Android source code and resources. Other Android application projects can reference the library project and, at build time, include its compiled sources in their .apk files. Multiple application projects can reference the same library project and any single application project can reference multiple library projects.
The docs go on to say how to convert an existing project to a library project:
You can also convert an existing application project into a library. To do so, simply open the Properties for the project and select the "is Library" checkbox. Other application projects can now reference the existing project as a library project.