I'm very new to android development and to get started I've started modifying the android ask sample 'shape wallpaper'. I've added a touch ripple, change resources etc and removed the more basic example. If I have my se xperia x10 plugged in and run the app it downloads to the phone and once started works great. I then unplug the phone and the wallpaper keeps working for approximately 24 hours. It then slows redrawing dramatically then displays nothing - I can't even load the settings page!
Anyone have any ideas why? Do I need to do a compilation outside eclipse? I've got the source on Google code which i'll add a link to once I can get on pc (typing this on phone).
Thanks.
Source is here: http://code.google.com/p/shapelivewallpaper/
Okay I think I know why..yes you need to modify some code, see:
Richard Green's GLSurfaceView adapted for LiveWallpapers
That should fix the problem, I use the code myself with no problems.
Related
Utter Wits end. Tried all solutions: clean build, sync project files with gradle, build Bundles, Build APKs, disable and re-enable instant runs etc.
Followed Exact steps outlined in other threads/ posts but still couldn't get the app to run on my physical Samsung Galaxy S7 phone. It was working fine previously, but now couldn't get it to work. App still able to open on Emulators though.
Needed to test out gyroscope and accelerometer sensors on a physical phone which emulators can't achieve as intent.
Would like to seek help from the community regarding this matter. Any idea where it has gone wrong? I have already updated my compilesdkverison and targetsdkversion in the module:app build.gradle scripts. Tried almost everything that I can think of but to no avail. Hoping to see the light and receive enlightenment from the community as I'm a novice in Android Studio.
PS: By the way, how do people add actual iamges to the post, itseems like the only way i can show an image is in the form of a hyperlink away from current page. Is there a way to just put the image directly in the post here?
Looks like there is not enough space on your phone. Try making some space on your internal memory.
I have a problem with Unity3D. I created a game with Unity 4.6.2f1. My problem is, game crashes after splash screen(Like trying to open itself constantly). The weird part is, game works on my phones and my tablets perfectly. I have Nexus 5(With Android 5.1.1) , Iocean X7S(With Android 4.2.2) , PolyPad tablet(Android 4.2.2) , Teclast X98(Android 4.4.4). I had some beta testers which have LG G2 , Samsung S5660 , Sony Xperia Z3 , HTC M8. From these 4 phones only Samsung make it run while others failed. I first though that this is because display bits. So I unchecked 32 and 24 bits Display buffer. Same result. Then I triend to change forcing Open GL ES version. I tried to build it with "Automatic" section - I don't know if its failed or not but It started to fade to black after a time even in my devices so I guess It's not an option for fixing. Then I tried to force it to use Open GL ES 3.0 , failed again. Then I read in somewhere that my AdMob plugin might be the reason , so I removed the components of AdMob from scenes and deleted all AdMob Plugin files. Same result. Since the crashed phones are not under my control , Its really hard to detect real problem easily because I really need to beg to my friends for every test since my testers are my friends and they have their own personal life, according to them its more important than testing my game whole day. By the way , I would like to add this too , like a month ago , everything were alright. It was running normal on my friends phone(The one who has G2). I'm getting suspicious from signing the apk. Because before signing it , while I was sending it without sign , It was working. That might be wrong idea of course. I'm not an expert so Im here for your helps. I really would like to know why this is happening and I want to fix this. Thanks!
Okay , I found the solution. It turns out that one of my script was responsible for this problem. So I deleted it and rewrite another script that do the same job. I assume, script was trying to use RAM over and over , so because of that, Adreno 330 type processors try to block the App's Open GL for preventing phone from total crash. This is only assumption of course. But If you are having a problem like I had , especially in Adreno 330 processors, try to check your codes first for any overloading.
I have faced similar issues, sometimes the problem was the memory of the device, null reference etc. also you could try forcing Open GL ES 2.0
srry can't make comments
I have been facing strange issue in my one of Android application with Motorola Defy device. I have been testing the same application on HTC and Samsung devices and it is running perfectly without any issue, however when I test it with Motorola device, it starts getting crashes.
All log files shows Adreno200-EGLSUB: : Format RGBA_8888 error. Let me add one more thing that I am using SurfaceView and surfaceHolder class.
Could anyone know what possible reasons might be and it can be sorted out?
Thanks in advance.
I met the same problem, I tried to set
getWindow().setFormat(PixelFormat.RGBA_8888);
But still returned the same problem. I run on several thousands times, no further error was shown related to this one.
According to answers Device specific error - s3dReadConfigFile "Can't open file for reading."
It will not affect the use of your application
i have it too,
just unlock your phone, and make it ready to use.
than run your app from software (Eclipse - in my case).
I'm testing on an HTC Sensation, running android 4.0.3.
I'm publishing using FlashDevelop 4.0.3 and using the Air Mobile AS3 App template.
All the application does is display a Rectangle using:
this.graphics.beginFill(0x00FF00);
this.graphics.drawRect(0, 0, 100, 100);
Just so I can see that its actually publishing something.
The app runs correctly if I publish to the desktop, however when I switch to publishing it to the phone, the problem I'm facing is that the application publishes and runs on the phone, but only for a few seconds.. usually about 4 seconds and then it crashes out.
The really weird thing is that it was working fine about a week ago.. I'm not sure what's changed since then, but yeah it started happening this morning, I tried everything I could think of... including stripping everything out of the app and also doing a factory reset of my phone... nothing seems to have helped...
has anyone else had this problem? or have any ideas on what might be causing it or how to fix it? any help would be greatly appreciated.
Cheers
Update:
it seems changing the render mode to "auto" instead of "direct" stops the crashing, which is great, however if you need to use direct for stage3d content this doesn't really help. anyone else having this issue?
Can you post the source code of your application? I do too have HTC Sensation but my firmware version is 2.3.6. It would be interesting to test it.
I just updated my XPERIA ARC to ICS and now I'm having problems with AIR apps as well. Seems the app is not getting the Click/Touch interactions. Some InteractiveObjects like TextInput gets the click and focus as it should, but Buttons are not working. And I'm using latest Flex/AIR sdks...
But I'm pretty sure we are in Adobe/Apache hands until they update the AIR with a fix.
We have a simple app deployed using PhoneGap targeting Android version 2.2 API 8 and up. On the various android emulator's I've setup it works and on all the devices in the office it works....except one and go figure it's the squeaky wheel in the office. So enough noise has been made that I am now tasked with spending time on only one device. I've setup an emulator as close to it as possible. The device is a Motorolla Droid2 Global running 2.3.4. Know right off the bat I can't setup the emulator to 2.3.4 only 2.3.3. I understand 2.3.4 is only a service patch but I'm trying to mimic it as best as possible.
The behavior that it exhibits is that upon opening on this one device it hangs indefinately with a white modal screen and the spinning animation. Of course I can't get the behavior to happen in development. Further everything is self contained so there are no web services etc. involved. So I need advice on how to debug.
My current thought...may not be a good one is to fall back to the 80's and put a message box display after every significant line of code and push the .apk onto her device.
Also since this happens at the very load of the application here is the code...one line.
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//setContentView(R.layout.main);
//super.load( "file:///android_asset/www/index.html");
super.loadUrl("file:///android_asset/www/index.html");
}
Any thoughts greatly appreciated.
JB
This is more a path towards a solution than an actual solution, but anyway:
Get some logging in your javascript and get it connected through to the logcat log; also get logging in any java functions you call or have added to the phonegap base. Run logcat and see what you get in the way of messages from all levels. Develop suspicions and set logging traps for them.