PushPlugin source issue in Android -- attempting PhoneGap push notifications - java

I'm trying to plug the PushPlugin plugin (http://goo.gl/xn8z4) in to my Android PhoneGap application.
I'm getting stuck at this point here http://goo.gl/b03fs. I'm 80-93% confident that I have the Java source in the right place.
Java's trying to import org.apache.cordova.example.R but can't seem to find it. I'm suspicious that as soon as it starts importing it, I'm golden.
I'm working with the Cordova 2.2 jar/classes.
Here's where I'm seeing the package import failure: http://goo.gl/U3VlI
This is where the code is trying to talk to the object from the package that's failing to load http://goo.gl/LJbLb
It feels like this is a simple solution, but again, my skull appears to be excessively thick this afternoon.
Thanks for taking a look.

Boy, how I wish I had attempted this earlier: the solution to this one was to update the Cordova(PhoneGap) library to v 2.3.
There's a bloody spot on my head and nearby wall that I hope this post can help someone else sidestep.

Related

How to install ffmpeg for android studio?

Hi I'm trying to do a project in video processing. I want to demux and mux the videos from an mp4 container. I did it with MediaMuxer and all but now whenever i search everyone is recommending ffmpeg will be much easier. So I want to try this library. But for the life of me I can't figure out how to use this library. I want to integrate it with my current android studio project written in java. Some examples are given on how to install it in linux and some and are android ndk. Can anyone please guide me how to use this library. How to use and everything. I have read almost all the tutorials and still i'm not clear. Please. Any help would be appreciated.
Finally i found the answer.
For those who are on the same boat and haven't figured it out,
First include this line into your build.grade module file:
implementation 'com.arthenica:mobile-ffmpeg-full:4.3.1'
Then import these methods:
import com.arthenica.mobileffmpeg.Config;
import com.arthenica.mobileffmpeg.FFmpeg;
import com.arthenica.mobileffmpeg.FFprobe;
and after this, when you are trying to execute the codes, use the commands without 'ffmpeg' on them. Reply if you still have doubts.

How do I set up Netbeans to develop for Android in OS X?

I'm fairly new to the world of coding, but I took a Java class last fall and I really excelled in it, and I'm anxious to keep the ball rollin. We talked a little bit about Android development in class, and I'm certain that if I could just get Netbeans set up properly, I could really do a lot with it. I managed to get Xcode set up to use SDL using the Lazy Foo guides, but I haven't had any luck finding a similar guide for setting up Netbeans for Android development in OS X.
The closest I could find was this:
Setting up your Development Environment
But the directions seemed kind of vague to me, and I ended up getting stuck when I ran the libGDX setup JAR file, and I got this message: "You have no build tools! Update your Android SDK with build tools version: 20.0.0" but I already did download the Android SDK, so I don't know what's wrong!
I have lots of books on Android development, but nothing on actually setting up my chosen IDE! There must be a step by step tutorial on this out there somewhere, right?
Thanks.
Here do the following
1)download the latest version of jdk install it and set up your environmental variables.
2)download android studio and use it.
3)happy coding

Google Maps fragment activity

I am really sorry to ask such a bland and stupid question, but I am having the greatest of frustrations with trying to load the Google Maps project library into my project resources.
I have downloaded all the tools and necessities needed from the SDK to get Google Maps.
However, whenever I try to load the Google Maps library, I get 2 errors.
The first is that for some reason,
the Class known as FragmentActivity is missing. I have no idea what
it is or where to find it to get things going with an Android project.
The second distinct problem is that the console shoots off the following message:
"google_maps] Unable to resolve target 'android-16'"
Although I have a fairly strong idea of what this means, I don't quite know how to troubleshoot so that the library is built towards the desired API level.
I do apologize as I am new to Android and absolutely love the platform, but this one really has me dumbfounded. Any and all information and suggestions is always most appreciated.
Thanks and once again, sorry for asking something so silly.
Well for the first question:
FragmentActivity is part of the google-support-v4 library and designed for application that are developed to SDK < 11 for supporting fragments. So you didn't added the referencing of this library to you project.
you can get a better idea of the imports you need to make and how to make them by reading this
blog post I wrote on Google Map API V2:
Google Map API V2 guide
about your second question, you probably trying to run this project against an API level you didn't downloaded from the SDK Manager, you have two options:
downloaded the needed API package from the SDK Manager.
right click on your project -> Properties -> Android -> change the project build target to a target that you have its API level downloaded.
Try this answer, Generate Google Map key for android - step by step.
Or take a look to this very helpful step by step tutorial. I struggle for 3 days with the maps stuff, but that tutorial showed me the light.

Android AndEngine: java.lang.IllegalArgumentException: No EGLConfig found

I'm doing a REALLY simple app, a basic hello world to test AndEngine and I am currently having some problems when running it:
I set my emulator properties as RealMayo suggests in his videos and it should work but I get this error instead
07-23 13:10:23.014: E/AndroidRuntime(1485): java.lang.IllegalArgumentException: No EGLConfig found!
Anyone has encountered the same situation, or may know how to solve it?
I am almost tempted to not us AndEngine at all... as a simple app has been really difficult to run.
NOTE: I have found some posts but they are at least 3 months old and the use of emulators has been fixed not long ago.
Anyways Thank you! :)
make sure your AVD is at least Android version 4.0.3
see this thread http://www.andengine.org/forums/gles2/api-level-t8230.html
just to add a small addition to the answer above (answer #1): make sure along creating an AVD with API level 15 (Android 4.0.3), that imported AndEngine library's project target is also built with Android 4.0.3. To validate: right click on AndEngine library in eclipse project, choose "properties", in the left pane of opened window click on "Android" label; in right pane verify that "Android 4.0.3" checkbox is checked. If "Android 4.0.3" option is not listed there, just import it with Android SDK Manager.
The comment from Ravikumar11 about GPU helped me get this resolved.
Additionally, I had to:
Update the SDK with all options for my current API (17) and the general tools (binary downloads that are not API-specific)
As eclipse suggests after SDK update, run Check for Updates in eclipse and a bunch of stuff gets loaded subsequently
From there, I was able to run my AndEngine app in the emulator

How to delete localRefs and/or create a globalRefs for phonegap in Android project in Eclipse

I have been banging my head with an issue with in my phonegap app for android that crashes on load because of the amount of images that the app requires.
In all other apis it runs fine.
With research I have found that I need to delete the localRefs and/or create a globalRef
I need help with this big time.
I found this and many others like it.
https://groups.google.com/group/android-ndk/browse_thread/thread/fe30e44a42e03efb?pli=1
I do not know where to begin to delete the localRefs or add globalRefs with in my project. Can someone please give me detailed insturctions on where to begin and where to add the code to make these changes.
Thank you.

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