I'd like to debug a native application for Android, like, for example, the standard browser app. How can I do that, with GDB (or any other debugger). I would prefer a solution for a real device, not an emulator, but the latter is fine too, if the first option is too complicated/impossible (?). Android version I'm interested in is 2.3.4 (latest).
You would have to get the source of the application and build/debug it just like any other app.
https://android.googlesource.com/platform/packages/apps/Browser
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I am working on a Unity project, and I want to export it on Android, and WebGL. For stability purposes I have to use the profiler provided by Unity, and I managed to make it work with an APK version of my project, running on an Android device. But when I want to export my app on WebGL, it freezes on the first frame, and then stops my web browser.
I checked the checkbox for the profiler to be connected to launch, but nothing seems to be happening on it, and I think it's not working at all...
Have you ever experienced this kind of problem? And how did you manage to solve it?
I have already tried to use the Firefox profiler, but it doesn't work like I was expecting (the Unity profiler is more useful regarding the different processes like GPU CPU Audio etc...)
The version of Unity I am currently using is "Unity_2020.2.4f1"
Can you try running your WebGL version on google chrome?
if you run this app on chrome, you can check the issue on the chrome console.
recently i've found this plugin can preview many device of Android or iOS device in one installed apps,
gif of the plugin is at https://github.com/aloisdeniel/flutter_device_preview
does react native has something like this?
I know there's some similar plugin like Expo and Appetize but i need something like this,
i mean i can preview of many device in my apps, not installing my app on many devices.
I think Apptize seems to be the most similar option available.
flutter_device_preview is certainly a more practical/simple solution. You change the parameters or device, the app is rendered instantaneously. However, it provides a first-order approximation, as said in flutter_device_preview repo:
Think of Device Preview as a first-order approximation of how your app
looks and feels on a mobile device. With Device Mode you don't
actually run your code on a mobile device. You simulate the mobile
user experience from your laptop, desktop or tablet.
But with Apptize you will be able to run a native app, with no approximations, using a the true mobile-OS on any PC/Mac/Linux OS via web. But of course, has some limitations (currently 7 devices only), and has another purpose.
Here you can generate an iframe to start the testing:
https://appetize.io/docs#embed-your-app
I've never deployed an app before on an Android device, I've always worked on iOS devices, and it seems like you can't run/debug an app directly to the device with captive runtime, like in iOS at least.
When I click on run/debug to install the app directly to the device (I'm using IDEA) and the app gets installed, the moment the apps starts a message appears saying that I have to install Air, this didn't happen in iOS.
I wonder if I'm missing some configuration maybe.
Any ideas?
Yes this is certainly possible. It sounds like you aren't actually including the captive runtime (although I realise you think you are).
Unfortunately I don't use IDEA so I can't give you any specifics on that.
I use Flash Pro CC 2014 but it should be possible regardless of the IDE being used. Make sure you're using an upto date version of the AIR SDK.
I have this Phonegap application I'm working. Unfortunately, I having problems pertaining to a particular feature at the moment. I tried deploying on any iOS device, the error is present. Though by default, we programmers, should solve this problem right away. But I was wondering how I could see console.logs("..."); on Android.
I've search for related answers regarding this. Most of the answers mostly suggests I should use WebInspector using jshybugger. That won't be a problem unless I will be building the project on a level below API L19 (Kitkat) and maybe as low as API L10 (Gingerbread).
Using the AVD emulator was also a suggestion, yet I can't find a way to boot the emulator properly on my computer. And as we all know, Android Emulator is a hell of a snail compared to iOS Simulator.
Unlike for iOS I could just use the Safari Device Inspector to view the console logs and resources. I was hoping for a similar feature without using jshybugger and can be supported by at most Android API L10?
console.log should appear on the adb, you can see it on eclipse or on android monitor (monitor comes with the android sdk)
Or you can use this online debugger, it creates a javascript script that you put in your index and then you can see your phone debugger there. You can do it locally too using weinre
I have an Adobe AIR desktop application, built in Flex Builder 3, that I want to run on an android device, specifically a Samsung Galaxy Tablet. I have put the application on an emulator, going through the steps of installing AIR on the emulator, packaging the application as an APK, and installing the application on the emulator. However, when I click the application, it does not run.
Here is my question: is this even possible? Can a desktop application be run on a mobile device with no changes to the code, or does it need to be converted to a mobile application before compiling? Thanks for any and all input,
T
So the answer is yes you can deploy that to a mobile device. As far as changes to the code is concerned, the answer is it depends. If it's a simple application, you shouldn't have to change anything.
Since there is no way (from what I understand) to create .apk files in Flex Builder 3, I am assuming you are going through the ADT command line to package it?
And you are following all the steps on
http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ffb.html
Once we have that covered, other questions would be: Are you using any modules or a framework? Any error messages?
From what I understand, Android doesn't support mx components, so depending on what you are doing there, yes you might have to change the code in order to make it work for Android.
Hopefully that helps.