Able to compile native code from apdfviewer? - android

I wonder if anyone else had problems running the ./ndk-build on apdfviewer?
I've everything working and set.. but i get errors for missing files (SkCanvas.h, SkPaint.h) .. and others related to 'LOGE'..? (i get those on cygwin console)
Can't figure out what am I missing... well, besides those missing files... but i "don't buy" that the developer has forgotten... I think I'm missing some import...
Please help...
Thanks!!

SkCanvas.h is part of skia, 2D Graphics Library. it's one of the build dependences.

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UE4 4.26.1 package IOS Arm64 with Assimp

I'm trying to use Assimp library in UE4 for Android& IOS, right now only successful with Android armeabi-v7a, need some help if anyone already done those kind of things or have those knowledge.
I struggle a lot to compile Assimp to .a&.so, finally it compile successful, but don't know how to translate the .xml for IOS, I think it might need same call "P List" when do this part, check this image(this is for android& it works).
Here is what I met when try to build the Plugin with project, is anyone can help with those issue?
Thanks advances
Just to let you know: I have prepared a build environment for this issue. We will deliver this within the next weeks on our github-project.

Trouble importing classes from package android.hardware.camera2.impl;

I'm new to Android development. I'm having trouble importing from camera2 package.
Here is a screenshot of the failed imports. I don't understand why some of them succeeded while others not.
Really appreciate any help. Thanks in advance.
Edit:
Thanks, but I don't think it's the problem with my minSdkVersion.
The failing imports are internal to Android framework. They are not available to apps. You should be okay if you simply delete all these lines that are marked red. If your code does not compile after such cleanup, post an update with specific error messages.

Eclipse: what is the difference between android-support-v7-appcompat and appcompat_v7?

First off I'm soooooo frustrated trying to get android.appcompat....gridlayout to work. I've followed lots of tutorials and just keep getting that horrible "android.support.v7.widget.GridLayout failed to instantiate" message. So I'm doing some serious detective work to try and understand everything about the compat libraries.
So like the title asks, what is the difference? I'm building the libs/android-...jar files, adding them to the path, following all the directions on https://developer.android.com/tools/support-library/setup.html
Any insight? Should I just uninstall eclipse and start from scratch to try and do this? I'm working with a test project and nothing is working. I keep getting 1 instantiation errors along with an error saying "a resource already exists on disk 'C:......\android-supp..-gridlayout.settings' and '....prefs'.
Please please any insight. Have spent a long time on this. Any advice is much appreciated.
they both refer to the same "v7 appcompat library" discussed at the android developer site.
You cannot just copy the jar file, as this library has resources that are referred to by your project so it needs to be added as a library project with resources as discussed here.

What are export_includes and import_includes files when building Android

Can't find any useful info on this using Google.
All I found are people asking how to resolve compilation errors such as
make: *** No rule to make target `/home/joe/[ubuntuTouch]/out/target/product/jewel/obj/SHARED_LIBRARIES/libril_intermediates/export_includes', needed by `/home/joe/[ubuntuTouch]/out/target/product/jewel/obj/EXECUTABLES/rild_intermediates/import_includes'. Stop.
In case anyone does come here with that compilation error, I had this problem when I switched to a different terminal window and forgot to call lunch. (I had called source build/envsetup.sh).
I had the same problem. When I looked closely at the error stack, it seemed that the /hardware/ril folder of the AOSP had gotten corrupted.
My solution was to remove the entire folder (/hardware) and then redo repo sync. This fixed the sources and it took about 3 minutes. But I do think that it will work best if your development environment is setup according to AOSP source download
Hope that helps someone.
you have to sync ril-caf repo from cm or lineage os .It was missing in your source.

error 1 cocos2d x libgame.so

I have been trying for last 2 days to compile a helloworld project for android. It had been giving different errors so far but I found my way through using the different questions asked here by users or at stackoverflow. But now, I have searched everywhere and couldn't find a proper solution anywhere.
When I try to run the build_native.sh in cygwin, it starts compiling but in the libgame.so shared library, it gives an error with exit code 1. Other guys have been getting this type of errors but none of their solution work for me.
I have checked the android.mk and the references are the correct.
Every way I tried has failed. I need serious help :(
Thanks a lot :)
P.S I am using windows8 (64 bit).
I didn't set up the paths in the main.c file. It needed to be pointed to the right folder (classes) Unfortunately no article or tutorial mentioned it, managed it by trial and error.

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