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.
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!
How do I use the ADT Translation Manager (http://developer.android.com/sdk/installing/installing-adt.html#tmgr)? After I install it, there's a menu option to Upload String for Translation, but that tells me I don't have a translation project yet.
When I go to the Play Store to create a project, it requires me to upload files to get started, and I would have to finish the flow and pay in order for it to create the project.
How do I use the plugin to upload the files? I have a rather large project, and it would be an enormous pain to upload the files one at a time through the web tool.
I'm not familiar with that, but I manage my translation by my own.
transai - https://github.com/Jintin/transai
It's a command line tool I wrote to manage my Android & iOS text.
It can generate csv files from your strings.xml, and you can do translate according the csv file.
After you finish, you can transform it back to strings.xml.
It more readable for now IT man to help me do translate this way.
You can give it a try.
If you have any further question, you can leave issue to me.
Thank you.
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!
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.
Im thinking about trying to build a complex android app structure for a game maybe or just for practice reasons. Im used to code in objective-c, so im not that much experienced in android...
Anyway in work, we structure our app on ios like this:
-core framework: handling all core items, navigation, datahandling, mechanisms, etc. its the same in all of our project
-project framework: its files are mostly relying (including) the core framework's files, extending/modifying them, and doing the project depending stuff
-skin framework: this contains all the resources and images, if we want to do a re-skinned project, we only have to alter this
-main project: this includes everything just bashing together everything into an app. just starts the application, nothing more, anything else is done by the different frameworks
So I wanted to do a similar structure on android, but I'm not sure that I'm even able to do it... I see that there is android project and library project, I can include them into eachother... but my questions are:
1: can I build a similar structure as on ios?
2: can I make for example a "core" library what contains the basics of mechanisms, and another library containing only the resources, and a third one (or the third could be the actual runnable project), what can get resources from the resource library, can distribute jobs to the core library, etc...
3: can I organize the resources as I like (so not to throw every picture into the drawable folder root for example). For example to have somehow a characters folder (i know i cant do forlders in the res folder), and map files into map folder, etc... My only chance to name them "properly"? (map_sheet_type_1, map_sheet_type_2, character_sheet_type_1, etc) (if its going to be a game, it would use opengl, lots of sprite drawing, etc)
or I should do everything in a single project, dividing everything into a lot of packages, and use libraries only for jobs like "how to transcode "A" object into "B" object" ?
Thanks for the answers in advance
although I've never developed a game before, but an app is an app:
yes
as you mention you have executable projects and libraries projects, libraries can use other libraries and the only thing that goes to the device is whatever the executable project is building. It's just important to remark that compiled libraries *.jar files resources cannot be used in your executable project (that's why the ActionBar Sherlock have to be used as a library-project). In order to use a resource placed in a library project the project must be with its full source code open in the Eclipse so it can be compiled together. That is because inside an app, there's only one R (resources) object, and during build all the resources from all the projects are put together.
unfortunately no. As you mentioned yourself the resources cannot be in subfolders and even their file names are restricted as they can only use lower case letters, numbers and _ (underline). Just be clever and organised, write a spec or something.
packages IS the way to organize a single project in Java. If you gonna use multiple or single is your choice. Usually you can encapsulate in a library-project stuff that can easily be re-used in different projects, and the final project will contain everything that is specific to that one app/game. I'll give you an example on the place I work, we have a KicthenLibrary that is a library-project that we use in every single Android app we do. That library already contains an excellent multi-threaded bitmap download and cache classes, we used to have a MapFragment (now deprecated) before Google released their MapFragment, easy Http GET/POST methods, etc. As you can see, all of those are stuff that can easily be re-used in several different projects.
And just as a last trick, http://www.eclipse.org/egit/ IMHO is much easier to use GIT directly from inside Eclipse.
Here are a couple links that should help you get started on this.
http://kasperholtze.com/android/how-to-best-organize-your-android-source/
http://bartinger.at/organization-tips-for-android-projects/
Also, when I worked at a start-up, we made an app for both iOS and Android. We started creating native apps for each, and ended up having somewhat different structure. Global information/variables were handled different, and I couldn't structure my files quite like iOS did. That said, Android structure isn't terribly hard to figure out, and I made a fair amount of sub-folders in my assets folder (for libraries and js and such). And yes, you can definitely have several libraries.
As for having several projects in several in one app, see this link How to create a single application from multiple Android projects