AOSP overwrite Softkeyboard - android-source

I'd like to overwrite the AOSP keyboard with the google keyboard.
I am doing this because i dont want a settings icon on the keyboard.
Is there anyone who know where the keyboard files are located?
Thanks

The IME (Input Method Manager) is located in packages/inputmethods/LatinIME.
You can either make your changes there, or you can fork the project. If you make your own project in the AOSP and you do not want to have both keyboards use LOCAL_OVERRIDES_PACKAGES := LatinIME in your Android.mk to exclude the LatinIME from the build.
If you have Google's IME prebuilt you can also create an Android.mk which installs the prebuilt APK and the particular shared object files (I think Google's IME comes with some shared objects) instead of building the LatinIME.

I'm not sure, but i think it might be located in this dir:
/aosp/packages/apps/Settings/src/com/android/settings/inputmethod
Check it out and tell me if you managed to overwrite it as wanted.
I have sources for Lollipop 5.01.

Related

How to implement dark mode in BlueJ using Github link

I am new to programming and have been using the IDE BlueJ. I wanted to change to dark mode using the code given in this GitHub link:
https://github.com/t-ye/bluej-dark-theme
The instructions there say to "Replace path/to/BlueJ/lib/stylesheets with the stylesheets in this project". I'm not really sure how to do that. I've tried searching for files within my Mac Finder, but haven't found anything. I'm assuming this is a pretty easy thing to do because the instructions on the Github don't say much, but I'm just not sure how to proceed. Sorry if it's a dumb question!
Thanks :)
First off locate the blueJ application in finder, and then right click(or control+click), and click "Show Package Contents", then navigate to Contents/Resources/Java/stylesheets, then look for a css file named "java-colors.css". You can then either replace the file as a whole with a predefined darkmode css file or manually edit the colours to your liking.

Packages folder is empty?

My entire project runs fine, but I'm trying to install and work with URP. I need to grab something from its Packages subfolder, but my entire project's Packages folder is entirely empty. Am I doing something wrong?
It might just be the visibility toggle that's in "hide immutable mode".
All recent Unity versions hide Packages that are imported in an immutable way. In the Project View though there's an icon that tells how many items are hidden (or that could be hidden because immutable and currently visible) and a barred eye. Clicking that toggles the visibility of such items.
Imported packages can be found at Library/PackageCache. If you need to modify an asset from a package, you can move that package to Packages folder via file explorer.

How to Share new SteamVR ActionSets and Bindings between Unity Projects

I'm developing a VR module in Unity that I hope to be able to import into any of my unity projects as an asset package. This package requires defining input from a Vive controller button to turn it on during gameplay. I would like to somehow share this actionset and button binding between projects so I don't have to manually create the actions and bindings each time I would like to use it.
Is there any way to share SteamVR input settings between projects? Specifically one whole input actionset, and its associated controller bindings.
I've tried exporting the SteamVR_Input folder as a package, also tried with including SteamVR folder, neither worked. After reimport, I can see the imported actionset in the project folder in the SteamVR_Input folder, but it isn't showing up in the input window (Window Menu -> SteamVr Input). However, the live input view shows the actions in the list, but doesn't register any button presses.
Update Unity 2019.2:
This seems to be fixed now.
In the source project, go to SteamVR Input window, click advanced.
Create a partial bindings folder. Rename it to what you want. Note that it will automatically add a SteamVR_ prefix. So my default name had SteamVR_SteamVR_ at the start. I needed to delete the suggested name and just name it my project's name.
It creates it in the base folder for your project, NOT the assets folder for some reason.
In Windows Explorer, drag it into Assets folder of source project.
In Unity editor (source project) it should now prompt you to import settings, but it detects that these actions already exist. Click Merge.
Make sure your actionset is still there in SteamVR input window.
Now you can export a unitypackage from this folder.
Now you can import the unitypackage in the destination project, and it should prompt you after import to load the actions! Yay.
Note: I ran into an issue if I renamed the partial bindings folder after creation. It would not recognize it as actions anymore and not prompt to import. To rename the partial bindings folder, you need to recreate it and follow the above steps again.
OLD ANSWER (outdated) :
Note: this answer is working based on a Beta version of the SteamVR plugin 2.2b4. It may change in a future release
Ok I got this working. It's still not quite possible as far as I can tell to create a unitypackage with the bindings and actions inside, but it's much better than before.
To move an ActionSet and bindings from project 1 to project 2:
In the first project: Create a new action set with your desired actions and bindings.
Go to Window Menu > SteamVR input
click Advanced settings, then click Create. This will create a folder in your project somewhere.
This is where the problem is. This folder can't seem to be packaged. BUT:
Important: In your 2nd project delete the SteamVR_Input folder (you may want to back it up just in case)
Drag this created folder from the 1st project (from windows explorer) into the Assets folder in the project view of the 2nd project (open in Unity). If you do this outside of unity it will not work.
It will prompt you to import the "partial bindings" and will add your custom ActionSet to this other project. Open Window Menu > SteamVR_Input in the 2nd project and then you should see your imported ActionSet at the top. Click "Save and Generate" to recreate a new SteamVR_Input Folder for this project.
Voila! It should work.
I haven't got it to be able to be packaged in an asset package yet.
After spending a lot of frustrating hours I discovered the following simple procedure.
(In Unity 2019.1.14f1 and I suspect it will work in higher versions as well).
In project 1:
It is crucial after editing your bindings in the SteamVR graphical interface to choose
Replace Default Binding
The result of this is that your bindings are completely saved in
Assets/StreamingAssets/SteamVR
(by default, but this is a perfectly good location)
This by the way, is also required if you want to use your bindings in a standalone build.
In project 2:
Copy, via the file system or via export and import custom package, the StreamingAssets/SteamVR folder from project 1 to the corresponding location in project 2.
As of that moment your bindings are available in project2!

(Xcode 6) - Code completion not work (UIKit, Foundation...)

I need help with Xcode 6.
It only happens with the project I'm working with. For the other one, code suggestion works.
What's wrong with my project?
The answer was to delete ~/Library/Developer/Xcode/DerivedData/ModuleCache (while Xcode is closed)
I have been researching the same issue on StackOverflow and here are what most threads suggest: delete Derived Data folder files (or maybe just the files relevant to your troublesome project!). It worked for me hence this answer. Details below:
Fix manually by deleting all the files in ~/Library/Developer/Xcode/DerivedData
Note: If Library folder is new to you, follow this CultOfMac article:
Library access on.
Open a Finder window and then navigate to the Home folder. That’s the one represented by the cute little house icon over in the sidebar. If you don’t see it, click on something like the Desktop or Documents folder, and then Command-click on the title bar of the window. You’ll get a drop-down menu that shows the file path of the current folder, which–if you’ve picked a folder from your Home directory–will show the Home folder somewhere in the list. Click on it to go to the Home folder.
Now, once you’re there, hit Command-J to bring up the View Options panel. You’ll see a checkbox to “Show Library Folder” somewhere in that panel, depending on the view your Finder window is in. Simply check it to show your User account’s Library folder. Now you can go in there and mess around to your heart’s content.
Note: Some StackOverflow members suggested pressing 'Escape' key or Command and + keys after the dot (.), others suggested typing a white space (control+space bar). However, your post seems to suggest it's project-specific (works for the other project) so it may prove useful to try different approaches. Hope this helps.
Swift files will NOT have code completion for UI classes (e.g. UIImage, UIDevice) unless there is an "import UIKit" at the top of the file.

Xcode Base internationalization doesn't work

I'm trying to localize my app.
I noticed that if I add a language every localized file become doubled.
In this way it's impossible to maintain code or storyboard so I learnt that I need Base internationalization.
The problem is that when I select that checkbox in xcode project setting it shows a window without nothing to select, does anyone know how to fix this?
Here's a screenshot
First, you need to go to your storyboard file, open the bar on the right side, and go to Show the File Inspector, the furthest tab to the left. Then, scroll down and click localize. After this, when you check Use Base Localization, you should see the storyboard appear.
This could happen if Base Internationalization was active before then disabled and files deleted manually.
Create Base.lproj folder in your project folder using the finder.
Move your main story board to it also using the finder.
fix the reference to it from Xcode.
remove app. from device, clean & build your project.
All will be back to normal.