RequestFactory Interface Validation issue - android

I'm using RequestFactory in an Android Connected AppEngine project with a shared folder. The Eclipse AnnotationProcessor (that does the interface validation) works fine for the AppEngine project, but does not generate the MyRequestFactoryDeobfuscatorBuilder.java class for the Android project. It seems it does not do anything when I build the project. My project properties are like described in http://code.google.com/p/google-web-toolkit/wiki/RequestFactoryInterfaceValidation.
Now my question: how can I obtain any information why the Interface Validation is not working? There is nothing in my logs or under "Problems".

I had the same problem - both projects were set up as per the link you provided.
I fixed it by changing the compiler version of BOTH the app engine and the Android project to 1.6.
The app engine was 1.4 when I imported it and I changed it to 1.6 (even though the workspace is set to 1.6). It didn't start working until I changed the compiler version of the Android project though. It was automatically set to 1.5.
Good luck

Related

Can not install MvvmCross 9.0.9 (.NET6) creating a new android project in VS2022

I'm trying to install MvvmCross 9.0.9 for a new beginner project, reading the steps for TipCalc tutorial and used the newest version of it (https://github.com/MvvmCross/MvvmCross-Samples/tree/master/TipCalc), which works fine. But if I try to install MvvmCross package for brand new project with NuGet it says this
or if I add the reference to XXX.Core it gives me:
Warning Project '..\XXX.Control.Core\XXX.Control.Core.csproj' targets 'net6.0'. It cannot be referenced by a project that targets 'MonoAndroid,Version=v12.0 .
For XXX.Core there is no problem installing MvvmCross. Can anyone tell how to set up a new project without this behavior? I don't know what exactly I could have overlooked.
First I created a new .Core project with .NET6 library class as in the tutorial mentioned and installed MvvmCross package, added ViewModels etc.. No problems here. Then added the .Droid Xamarin project (Blank App). Everything step by step. After getting error, I tried different target frameworks changed here and restarted VS and rebuild. Still same behavior.
Unfortunately I haven't been able to find much about it here and as a newcomer to MvvmCross/Xamarin I also have difficulties finding current examples or tutorials for the latest version, so I welcome any help.
Just as the message said, the MvvmCross 9.0.9 is support the .net6.0 not the .NetFramwokr and MonoAndroid which the xamarin.android used.
So if you want to use the MvvmCross nuget package in the Xamarin.Android project, you need to use the lower version which supports the .NetFramwokr and MonoAndroid. Such as the MvvmCross 8.0.2.
You can also try to migrate the xamarin.android project to the .net 6.0 according to this document about Migrating Xamarin.Android Applications to .NET 6. And then you can install the MvvmCross 9.0.9 in the migrated project.
In addition, you said:
No problems here. Then added the .Droid Xamarin project (Blank App). Everything step by step. After getting error, I tried different target frameworks changed here and restarted VS and rebuild
I can't understand what does the added the .Droid Xamarin project (Blank App) mean. But you can create a new .net core app which target framework is .net 6.0. Such as:
And then copy the code and file in your old project to this new project. After this, you can also use the MvvmCross 9.0.9 in it.

Compile Email application from AOSP

I would like to add some features to the AOSP Email application which is not supported anymore. So I cloned the repository here (which is a Eclipse project) and migrated it to a Gradle project in Android Studio. But after that it comes to thousend Java errors, missing resources and so on...
So has Google really a not working repo there? Do I maybe need some other repos from AOSP? As it is for now I can't work with it anymore...
So I cloned the repository here (which is a Eclipse project) and migrated it to a Gradle project in Android Studio.
None of the AOSP projects are designed to be used this way. They are designed to be built as part of a firmware build.
If your objective is to contribute changes back to the AOSP, you will need to follow their instructions for using their source code.
If your objective was to create your own email app, you may be better served starting with some base that is buildable as a regular Android app (e.g., K-9 Mail). Otherwise, you are going to need to fix all of those problems, as they reference things that are not going to be available to your app project via the Android SDK.

How to create a class library based on MonoGame to be used from UWP, iOS, and Android

I've installed VisualStudio 2015, Xamarin, and MonoGame 3.5. I'm going to build my XNA app for Windows UWP, iOS, and Android.
I've some libraries based on XNA... and I need to build them for the three target systems (Windows UWP, iOS, and Android), but no way to create a library for Windows UWP. I've tried to create a MonoGame Windows 10 Universal Project, but such a project cannot be converted to generate a DLL.
I've also tried to create a Class Library (Universal Windows) project, but then I was unable to add MonoGame.Framework to the references.
I've the same problem when creating a MonoGame Android Project... no way to switch to a library project. The only MonoGame project that can be modified to be a library project is MonoGame iOS Project.
That said, how can I create a class library based on XNA (MonoGame) to be used from UWP, iOS, and Android?
As far as I know you've only got 2 options here.
Portable Class Libraries
Shared Projects
I haven't really used Shared Projects much. The way I understand them is that they allow you to share code between multiple projects as if it lives in a library but it actually gets compiled directly into the referencing project. They can be thought of like advanced file linking.
Portable Class Libraries are a bit of a different beast. I've used them in the MonoGame.Extended project with great success, but it wasn't always easy. The way they work is to provide a subset of functionality that works on all target platforms. They compile to a DLL that can be referenced by any of the projects and you can be confident the code will be the same.
There are a couple of downsides of using a PCL:
you can only use a subset of functionality. Surprisingly, this doesn't get in the way too often.
if the PCL references another library, it also has to be a PCL.
The second point is where things get a little tricky with MonoGame. Typically, MonoGame isn't shipped as a PCL, but a PCL version has been published on NuGet that can be used.
As it stands right now, the NuGet package is a version behind the official release but surprisingly that doesn't really matter because it's a bait and switch PCL which essentially means it just provides the interface to the real DLL that gets used at runtime. In other words, your game will still happily reference version 3.5 even if the PCL is version 3.2 so long as the interface hasn't changed.
There is some talk about improving this situation in version 3.6.
I noticed MonoGame projects are built using .Net 4.5 by default. Regular class libraries default to the latest installed version of .Net which in my case was 4.5.2. I was able to reference a regular class library by going to its project properties and setting the target framework to 4.5. Hope this helps.

How to get IntelliJ IDEA 14 working with Scala on Android (SBT)

I'm using android-sdk-plugin to make Android apps with Scala using SBT. This generally works great - however when trying to import the project into IntelliJ IDEA 14.1 the imported project looks rather empty and does not recognize my source files as being part of the project.
The documentation says:
IntelliJ 14 now includes native support for importing projects from android-sdk-plugin. The process generally works well, however there are still several caveats:
The idea-sbt-plugin is still required to actually perform the build (no longer necessary as of IDEA 14.1)
Cloning and importing even the simplest example project results in an empty IDE not showing any sources at all:
I have installed both the Scala plug-in and the SBT plug-in (which I believe should no longer be required) as requested by the documentation.
What essential step am I missing?
Edit: I added the plug-in manually to project/plugins.sbt, then ran gen-android to get a project/build.scala containing object Build extends android.AutoBuild.
The essential step missing is the Android plug-in of IDEA. This might seem obvious but in contrast to plug-ins for other frameworks this one does not just provide extra goodies but is actually essential for anything Android.
Having the plug-in installed allows for selecting Android as a Project SDK (which not just selects an Android SDK but also a Java SDK to go with it).

Using provided scope with Android Studio and Gradle (0.5.8+ only)

Using provided scope stopped working in android studio 0.5.8 for java modules.
For example, my Java module uses some classes that are required from Android...(bad I know, but issue exists with any kind of provided lib). Project compiles and runs fine but IDE shows provided classes as red:
Everything worked fine before 0.5.8 of android studio.
Intellisense does not work anymore....I feel like a savage coding without autocompletion
Filed a bug, where you can see details of the gradle file https://code.google.com/p/android/issues/detail?id=69481&thanks=69481&ts=13996519231
I want to believe this is a common setup, has anyone run into this and come up with any solutions?

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