Adding drawable tvdpi for in AOSP - android-source

i am trying to add drawable-tvdpi for an app in AOSP tree. But drwable-tvdpi is not reflected in the resulting apk resources.
When i try to build the same using eclipse i can see drawable-tvdpi in the resulting apk resources.
Please let me know how to enable AOSP for adding drwable-tvdpi.

Eclipse builds are for all types of devices, while building aosp is for a single type of device.
You need to edit build/core/product_config.mk.
search for PRODUCT_AAPT_CONFIG and add tvdpi to this variable.

Related

Remove Wave XR permissions from AndroidManifest in Unity

I am building onto both Vive and Oculus platforms in my Unity project. I need the VIVE Wave XR plugin in my packages to build to Vive. However, this means when I build to Oculus, I have Vive permissions in the AndroidManifest within my APK so I am blocked from uploading it by Oculus. What is the best way to remove them?
Tried solutions:
I can use Android Studio to 'Analyze APK...' then edit it manually but this is not suitable for me as I need the process to be automated.
I can use a pre and post build processor to remove and then replace the offending file from the Vive package so that when Gradle merges all of the manifests it will not detect the Vive one. This sort of works but is rather hacky and the post-processor doesn't run if the build fails, leaving the offending file in the incorrect location.
I have looked into using a 'Custom Main Manifest' in (Project Settings -> Player -> Publishing Settings -> Build) but this only seems to add to the final manifest rather than remove from. There are other options to change Gradle templates in the Publishing Settings but I don't understand how to use them. Would any of those be helpful?
I found the solution here: https://developer.android.com/studio/build/manage-manifests
Specifically this section

Why `Flutter Doctor` and `New Application Project` fails in my VSCode setup?

Following these directions, like:
Install the Flutter and Dart plugins
Start VS Code.
Invoke View > Command Palette….
Type “install”, and select Extensions: Install Extensions.
Type “flutter” in the extensions search field, select Flutter in the list, and click Install. This also installs the required Dart plugin.
Validate your setup with the Flutter Doctor
Invoke View > Command Palette….
Type “doctor”, and select the Flutter: Run Flutter Doctor.
Review the output in the OUTPUT pane for any issues. Make sure to select Flutter from the dropdown in the different Output Options.
Step 3 of validate instructions results with OUTPUT:
I did install flutter, and flutter doctor in a new command shell gives result:
What am I missing here? I also try VSCode extension palette command Flutter: New Application Project and that also fails with:
Make sure that you have installed Git and that you can access it from the command line. Check your PATH. Flutter SDK directory should be present there.
If that does not work, you should try to reinstall the dart and flutter extension.
Next Step should be to reinstall flutter.
It occurred to me that my attempt to support multiple flutter versions might be going outside of the conventions supported by the Flutter extension for VSCode.
Here's what's up!... If you think you're smart like me and installed different versions of flutter in folders like c:\src\flutter\1.20.2 and c:\src\flutter\1.22.6, then you can forget it because the extension is smarter than us, and will ignore this regardless of our PATH assignment.
Copying contents of my flutter install from c:\src\flutter\1.22.6 to the parent folder c:\src\flutter resolved my issue. I need to review how to easily support different versions of flutter. Hmmm..
BTW... what I realized in retrospect is that the complaint about git is raised by the extension not finding the .git folder under the flutter folder (i.e. c:\src\flutter) that it presumed as the path to my flutter install. Well duh!! That's because I want flutter to be sourced at the versioned sub-folder (i.e. c:\src\flutter\1.22.6). Oh well.
Some scenarios I am left pondering:
How to correctly support multiple flutter installations while also benefiting from the extension (is there a way to configure this extension or my environment as a whole)?
Are my expectations to support multiple flutter installations unreasonable?
If my expectations are reasonable, and there are no known or documented way to support multiple flutter installations while also using this extension, then perhaps the extension has a bug?

Not applicable for the main.dart configuration

I am facing the following issue while selecting the device for emulator. It shows "nothing here" in devices marked with green and "not applicable for main.dart" for the one marked with red.
Image- img
I came across a warning regarding white spaces in android sdk path when i went to tools>sdk manager>android sdkHence i shifted the entire android folder to C:\Android\sdk and i got rid of that warning but now on running the command 'flutter doctor', my android sdk cannot be located. This could be because i changed the path of sdk but i also changed the environment variable.
Images as follows-
flutter doctor-flutter doctor
Path environment variable in SYSTEM variable-environment variable
SDK manager-android sdk
What else am i missing here?
You might have missed setting the Project SDK.
Go to File > Project Structure
Under Project Settings > Project, make sure you've selected the latest Project SDK, Apply Changes and restart Android Studio, then you will be able to see and open from the list of installed emulators.

Flutter error: Unable to locate gradlew script

I can't run all of my flutter apps, because in the console appears everytime this error message:
Downloading Gradle Wrapper... 1,2s
Launching lib\main.dart on SM G960F in debug mode...
Running Gradle task 'assembleDebug'...
Finished with error: Unable to locate gradlew script. Please check that C:\Users\...\android\gradlew.bat exists or that C:\Users\...\android can be read.
I try to fix this problem more than ten hours and don't find a solution.
I will advise you to check your pc properly for unwanted programs. Something is preventing your pc from running the Gradle. I had the same issue only to realize that antivirus was installed on my pc alongside a cd burner that I just installed. Check for any antivirus that might be preventing Gradle from running.
I also faced the same error initially. While creating a flutter application from scratch I just ran the default flutter application which is a counter app in a flutter. I faced the same issue at first. If you are in this same context as described earlier the following could be the solution
1.Java 8 is more suitable for the flutter/android development. The next versions of java have some exceptions. I used the Java 14 and stuck at this issue for some time
The next could be the JAVA_HOME path in your environment variables. If it is not provided the set the JAVA_HOME path.
Run flutter --doctor and check the requirements if satisfied like Android SDK is updated or not, upgrade flutter if required. In some cases having good Internet connection also plays a role in this issue some times.
These are the major points to be satisfied in order to get rid of this error. Mostly this could be the a solution or part of it.
The error suggests that something is preventing gradle to run properly on your machine. Check whether you have any unwanted programs or anti-virus on your machine running that might be preventing gradle to run. If so, remove or stop those programs / anti-virus and try again.
After that, delete the .gradle folder located here C:\Users\yourPcName\.gradle containing the unfinished file and try again . It will work now .
You can also manually download Gradle and map it in Android studio , Learn more with this article here .
Warning, the gradle versions change quickly, so make sure you manually
downloaded the exact version that flutter wanted to download and the
download failed. Download the gradle here and then replace it in the
gradle folder.
C:\Users\yourPcName\.gradle\wrapper\dists\gradle-x.x.x-all
If it still doesn't work,
Try to run flutter --doctor
From a console window that has the Flutter directory in the path (see above), run the following command to see if there are any platform dependencies you need to complete the setup:
C:\src\flutter> : flutter doctor
This command checks your environment and displays a report of the status of your Flutter installation. Check the output carefully for other software you might need to install or further tasks to perform (shown in bold text).
You can learn more here :
If flutter doctor itself doesn't work, then know that flutter is not installed on your machine (or you forgot to add it to the environment
variable).
I also faced this problem and I made something to run my app on android
tried to open anything on android files and android studio ask me if I want to open for editing android file in android studio then click on it and it will open android project then click run enter image description here

Gradle Android SDK integration with Unity [duplicate]

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.
IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.