Cannot run the Map Example - android

I'm trying to run the google maps
example but it keep giving me in the console:
"WARNING: Application does not specify an API level requirement!"
"Device API version is 7 (Android 2.1)"
The application never starts,
instead, it shows that frame with:
"The application (...) has stopped unexpectedly..."
Can Anyone point what might be the the problem?
Thanks

I agree with Jay. That warning is not the source of your error. However, you do want to take care of that warning.
In general, you should build your apps to work on the lowest version of the API possible that supports everything you need (I don't go below 1.5 since 0.1% of current devices out there are that old). However, a large chunk still use 1.5. By using API version 2.1, you are severely restricting the devices you will run on. However, if you really need that version you should specify it as a minimum. This will prevent people who have earlier versions of the SDK from downloading your app. In your manifest you want:
<uses-sdk android:minSdkVersion="7" />.
For more info, reference this article in the developers guide.

Open up the LogCat view and you should see more details on the error. I don't think your Warning is the cause of the application not starting. The warning just says that you have not specified the minimum sdk version in your AndroidManifest.xml. It is a warning, not an error. This is good practice, but should not cause the app to crash if you don't do it.
Edit:
If nothing is in LogCat, you might consider running the app through the debugger and see if any issues show up there.

Related

bluestack API target is "?" on eclipse

i am trying to develop a application that uses Google maps API v2 but since i can't display it on emulator, i tried to use bluestack. it seem to have google play services installed but when i run it, it has an error. i forgot is what error as it is few days ago and did not take down the error. today i wanted to run it again but eclipse did not recognize the bluestack device. usually i make eclipse recognize bluestack is opening bluestack first but it did not work this time.
i believe it is due to this error where the blue stack emulator could not set the target API
. the pic is some time ago.
i can run on my real phone where it display the map with no problem but for presentation purposes i would prefer to display it on an emulator if possible. i can also test gps by sending it location.
You need to set android:targetSdkVersion on uses-sdk in the AndroidManifest.xml file.
As new versions of Android are released, some style and behaviors may change. To allow your app to take advantage of these changes and ensure that your app fits the style of each user's device, you should set the targetSdkVersion value to match the latest Android version available.
Example:
<uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15" />
For more info, refer API Guides - <uses-sdk>

Unexpected backwards compatibility or Why Isn't My App Crashing?

I'm developing an application with a minSdkVersion of 9, a targetSdkVersion of 17. I am performing some Bitmap pixel manipulation, so at one point I call the function Bitmpap.setHasAlpha() to enable the alpha channel for the Bitmap so I can set certain (and only certain!) pixels to be transparent.
The problem is that Bitmap.setHasAlpha() was only added in API 12--and this is where the mystery comes in. Lint is not complaining about my usage of this call (well... as a general rule. Every once in a while Eclipse will complain about it, and then when I restart it everything goes back to normal), when I run my app on a couple of different Gingerbread (2.3.3 and 2.3.5) devices everything runs properly.
So... as strange as this question sounds, why isn't my app crashing?
http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/2.3.5_r1/android/graphics/Bitmap.java?av=f As you see mate the function existed before but not documented
minSdkVersion is a check designed to prevent download and installation of the app on older devices that do NOT have even framework corresponding to the minSdk.
targetSdkVersion is used to determine if any compatibility "workarounds" need to be enabled to ensure the behavior is as close to what is seen in targetSdk
By setting minSdkVersion=9 you signal that the gingerbread devices be allowed to download and install your app. By setting
targetSdkVersion=17 you signal that any workarounds be invoked to allow the device to retain as much functionality as possible from the later sdk.
Also as mentioned in Pulkits' answer the setHasAlpha() API seems to be present even in the 2.3.4 Android framework, albeit not officially documented at that time.

In Android, is there a way to set "android:configChanges" for an activity at runtime instead of in the manifest?

My app is set to run on minSdk = 5, but the vast majority of users are using SDK 8 (FroYo) and higher. I want to be able to use the android:configChanges="uiMode" for my main activity, but I can't do it because that mode wasn't introduced until SDK level 8. So, I was hoping that I could do it at runtime -- check which SDK level is running on the device, and then use reflection to add that parameter.
Is that possible?
EDIT:
The problem is that whenever a user's phone is connected to the dock, my app gets terminated, and then re-created. I'm trying to avoid that by including the android:configChanges="uiMode".
After much poring through the Android Reference, there is very little you can change from the manifest at runtime. This is due to security because through the PackageManager, one can gain very specific information about any application on the device. While it is easy to enable/disable a given Component, in most other circumstances, you can only read manifest information... not write it.
Alternatives
You could potentially make a separate APK with API Level 8 support.
You could manually check for configuration state and run your code when it changes. The object reference for configuration is here.
Edit: (new info)
While you cannot change the configChanges, I found this question that is closely related to yours. It turns out that you might not have to. It implies that you can use Android's backward compatibility mode when supporting new configChanges. In case the link above is broken, here is the URL: https://stackoverflow.com/a/7893148/501932
To put this to use for you, it suggests setting a new targetSdk while maintaining your original minimumSdk. It also requires that you have the updated SDK, itself. Apparently, this was a huge deal for users that utilized that AdMob API.
App Configuration for forward compatibility
The answer I provided is a simple what to do, but not much or the why, this should update the answer as well as act as apology to the SO community for sparring with the poster, which was pointless and added nothing to the conversation.
I think it’s an important point to expand upon this issue since these kind of questions come up a lot and developers in a hurry (aren’t we all) and we have a tendency to cut/copy/paste and worry about the why of it later which mostly works out but occasionally just adds to the problems.
If you understand how the android runtime actually works you can often solve these types of problems by applying a simple pattern of best practices by using the block in your manifest, and making good use of the Build Target when compiling your app, followed by some simple testing at the compile and run time levels.
Manifest
minSdkVersion =
Pretty straight forward it’s the lowest build target you will support on a specific device. If you don’t set this it defaults to 1.
The only caveat here is that if your Build Target is higher than your minSdkVersion than you can potentially call API’s that don’t exist on the device, more on that under Build Target.
This will filter you app from on the various market/play repositories for devices that have lower OS support.
How you make this determination is up to you, if you must have your app run on every device ok, but take a look at Platform Distribution to make an informed decision.
If you are willing to bypass 0.9% of the market then target 2.1 which seems reasonable but that’s a decision for a developer/company to make, if you can bypass 25% of the market then go with 2.3 which has significant advantages but is a bit hard to swallow for most general purpose app’s.
The linked chart is updated from time to time.
targetSdk =
If you don’t apply this value then it defaults to whatever minSdkVersion you set. This means that when you run on a device with higher OS support certain new looks and or behaviors that are implemented will be bypassed in favor of the older way of doing things.
For instance if you apply 10 to the minSdkVersion and then your app runs on a device with gingerbread (11) it will not attempt to use the holo theme, or disable screen compatibility mode. In general this might give your app a “Dated” look and feel.
If on the other hand you set this to something higher, like 11, then the system will use the native look and feel of the OS up to that value you set. Best practices is to set this as high as possible and then to test on the higher level device in the emulator to make sure this is acceptable.
Some of the changes that effect compatibility behavior between OS jumps are documented here Differences between OS's
This will not stop you from running on earlier devices, or effect those earlier devices look or feel (see ActionBarSherlock and the Android Support Library if that’s your goal)
maxSdkVersion =
In general this does just what it says it does, it restricts availability and deployment of your application on devices that have a higher OS level from Google market/play.
On android 2.0- it will also refuse to install the apk, and will even remove your app if a device is updated to a level higher than this setting, 2.0.1+ removed the second part of this behavior but the markets will still filter based on it.
In general there is no reason to usually set this value, so leave it blank.
Build Target
When you set a build target in eclipse (or otherwise) you are telling the complier which API’s, constants, etc. should be VISIBLE to your application.
In general it adds a jar file that has all of these definitions/declarations but of course not the actual classes/methods so that you can compile your application for any target OS you desire.
When your app runs on a device it links to the actual android OS/support jar file(s) (or blows chunks if they are not there)
If you select a build target higher than you are willing to support then bad things can of course happen when you try and call method that does not exist, or even a class that does not exist on the Older OS.
If on the other hand you are willing to carefully manage and test this then you can obtain forward compatibility in the sense that you can use the new API’s on newer devices so long as you don’t attempt to do so on earlier devices.
Best Practices – Short Version
This is what the poster is trying to accomplish and if best practices are followed it works out well, these are in general
minSdkVersion = lowest general API you will support
targetSdkVersion = highest behavioral model you are willing to allow
maxSdkVersion = leave it blank
Build Target = generally as high as is currently supported
The real caveat is that you have to avoid API mismatches between older and newer versions, and make sure your app looks and acts ok on the higher version.
In general methods/classes that are higher than your minimum targeted OS should be used sparingly and tested at both the compile and runtime level since it requires some effort to use them safely.
Here is how I go about it
minSdkVersion = 7 ( I can live with a 0.9% clip again your choice )
targetSdkVersion =15 ( highest as of this writing )
maxSdkVersion = ( blank )
Build Target = 15
When developing I never use an API not available on 7 unless I have a real need to do that, in the posters question he could have used a broadcast received to get similar functionality back to 6/7 (2.0/2.1) but he states he needs API 3 support so he has to support forward compatibility.
One tool you can use, and most don’t just to keep things straight is to set the API level on the developer.android.com website to your minimum SDK level, this gives you a heads up when developing that you will have to support forward compatibility.
It will still show the other API calls but it will gray them out telling you that extra effort will be needed to support them
If you do need to use a newer API you will need to do an if then else so that they are only called on the newer device, this will allow you to support the new functionality without getting a force close on older devices.
So in general if you support higher API levels those calls should be wrapped with something like this (note the .SDK_INT is a since API 4 test)
If ( Build.VERSION.SDK_INT >= API11_SUPPORT ) {
switch(newConfig.uiMode) {
case ...
}
Testing – manual method (CI integration methods are left up to the reader ;-)
Compile with the build target set to the minSdkVersion – this will give you compile errors on any newer API’s that you are using, check them out and if you handled them great, if not now is the time.
For every issue I see at step 1 I add two items to the code (manifests/xml )
// TODO Compatibility xxx
if (DEBUG) Log.i(“MyApp”,” Compatibility xxx”);
I can then use the eclipse TODO pane to check off compatibility issues before ship and test them against the lowest/highest and any significant in between OS versions
Test on minSDKVersion device/emulator, this is a bit tricky if you are not doing comprehensive testing, in general use step 1 above to make sure I exercise those blocks of code
Test on Build Target device/emulator to make sure look and feel work as expected
If you think it’s a bit of work it is, but when you need it you should do it right and make sure your app does not break.
Hopefully this is useful to someone trying to figure out similar situations, below was my second response to the poster, Cheers.
UPDATE:
I still have no idea what the author is asking, but if he is asking if there is a way to detect the configuration changes in regard to uiMode (docking stuff) on 7 and below using the onConfigurationChanged handler then no since that was only introduced in API 8.
There is a broadcast event sent in API 2.0+ systems, but apparently that has some issues and does not seem to be completely reliable
If he is asking if there is a way to support it on devices that are API 8 and above via the onConfigurationChanged handler by setting the flag in manifest for the activity then of course there is
Of course he may be asking about something totally different, it's hard to tell exactly what he is looking to do given his post none the less in the spirit of cooperation:
Select an API from project properties that is >= 8, best practices is to use the highest API available when you create your app for just this reason BUT care must be taken not to call any API's that are not available on the device.
Then in the manifest use (duh)
<activity
android:name=".myActivity"
android:configChanges="uiMode|orientation|keyboardHidden"
This compiles fine (and that is really the only issue and why you need to set a higher api in the eclipse project properties) this will run fine on 7 and below it just wont trigger any events because of course API 7 and below devices won't recognize the uiMode flag (duh)
API 8 and above of course will recognize it and send the proper event so on api 7 the log will be written, on api 8+ it will (if docked etc) of course the calls that are made if it does happen will most likely be 8+ related so you would need a OS check block before calling them.
#Override
public void onConfigurationChanged(Configuration newConfig) {
super.onConfigurationChanged(newConfig);
Log.i("myActivity","uiMode="+newConfig.uiMode);
}
If you compile and run on a 7 API emulator and fire a dock broadcast nothing happens, change to a 8 API emulator and it does
adb shell am broadcast -a android.intent.action.DOCK_EVENT --ei android.intent.extra.DOCK_STATE 2

Android: For all practical purposes, which api version should I be targeting

Title says it mostly...
While it would be nice to be able to cover 90%+ of devices in use now, if it starts to complicate things, I think, focusing on devices being released now and soon clearly has priority.
Bonus points, on guidelines to set project settings and emulator to be in sync and without warnings.
See the Android Dashboard for stats on API usage and trends: http://developer.android.com/resources/dashboard/platform-versions.html
(As of May 2011, it looks like targeting 2.1 and 2.2 covers about 90%, but obviously this will change.)

android:minSdkVersion="4" causing strange problems

I built my applications without specifying a minimum sdk in the beginning. However after I added that line to publish to market I found my applications are behaving very differently for example buttons are smaller, etc... In particular I'm having problems with an application that records sound which was working fine when no minimum sdk was specified, but crashes when I specify one. I've tried specifying the minsdk to that of my phone which is 7, but that doesn't seem to help.
What's the default minimum sdk when none is specified? I just want my application to run like it does normally.
If you don't specify a minimum or target SDK version you get a lot of compatibility mode behavior. The device you're running on is probably a HDPI device and you were probably looking at a UI scaled for compatibility mode before you added the minSdkVersion, hence the smaller buttons - your app is now running at the device's native resolution.
Apps that target SDK 3 and below acquire several permissions by default that must be explicitly requested by apps targeting newer SDK versions. Check your exception message when your app crashes, it might be a security exception for a permission that you need to explicitly request in your manifest.
See the following link for more info: http://developer.android.com/guide/practices/screens_support.html

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