Error occured while comping cocos2dx 3.13.1 - cocos2d-x

I have an old project in cocos2dx 3.13.1. I have made some changes in the game last week. After making some changes i compiled it for ios from xcode and it works well, but while trying to compile in android using cocos compile -p android --android-studio command in terminal, i faced following error. I have used android-ndk-r14b, apache-ant-1.10.1 and Android SDK Tools Version 26.0.2
Android NDK: WARNING: Unsupported source file extensions in jni/Android.mk for module cocos2dcpp_shared
Android NDK: ../../../Classes/NewsLayer
Android NDK: ERROR:/Users/pradipbhattarai/Desktop/Testing/cocos2d/external/freetype2/prebuilt/android/Android.mk:cocos_freetype2_static: LOCAL_SRC_FILES points to a missing file
Android NDK: Check that /Users/pradipbhattarai/Desktop/Testing/cocos2d/external/freetype2/prebuilt/android/x86_64/libfreetype.a exists or that its path is correct
make: Entering directory `/Users/pradipbhattarai/Desktop/Testing/proj.android-studio/app'
/Users/pradipbhattarai/development/java/android-ndk-r14b/build/core/prebuilt-library.mk:45: *** Android NDK: Aborting . Stop.
make: Leaving directory `/Users/pradipbhattarai/Desktop/Testing/proj.android-studio/app'
Error running command, return code: 2.
any help will be highly appreciable.

look at the error:-
Android NDK: ERROR:/Users/pradipbhattarai/Desktop/Testing/cocos2d/external/freetype2/prebuilt/android/Android.mk:cocos_freetype2_static: LOCAL_SRC_FILES points to a missing file
One of the reason is that you have entry of a class file in Android.mk file , that you have deleted from Class folder. Suppose you have entry of 'HelloWorldScene.cpp'in Android.mk but you have already deleted this filr from Class folder.
Please check that

I have solved this issue, but i just forgot to post my solution. I think it will be solution to other developers who are facing same problem. The problem was with the .d files. After removing the previous .d files, the problem was solved.
Go to proj.android-studio/app/obj/local and remove the armeabi directory. It worked for me.
Reference Link: https://sysprogs.com/w/forums/topic/unable-to-compile-cpufeatures-library-on-android/

Related

Octave Psychtoolbox can't find Screen.mex despite being first directory in path

I have attempted to install Psychtoolbox for Octave on Windows 10, per the installation instructions. Before the installation completes, I get this warning:
Screen() failed to work for some reason:
Check the troubleshooting instructions on our Wiki (Download section
and FAQ section, maybe also the Bugs section).
You may need to delete (or rename) the following DLL files in your Octave-4.4.1 installations
bin folder to make this work, then restart Octave:
C:\Octave\4.4.1\bin\libglib-2.0.0.dll
C:\Octave\4.4.1\bin\libgmodule-2.0.0.dll
C:\Octave\4.4.1\bin\opengl32.dll
Once you manage to fix the problem (simply type 'AssertOpenGL' to verify
that stuff works now), you do not need to run the installation routine again,
but can start working immediately.
I had already deleted the named DLL files, which I confirmed. I then ran AssertOpenGL and received this error:
Last Error: could not find library or dependencies: D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64\Screen.mex
Simply calling Screen directly gives this error:
error: library open failed: D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64\Screen.mex
However, the directory containing Screen.mex is at the very top of my path:
Octave's search path contains the following directories:
.
D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64
D:\Coding\PTB\Psychtoolbox
<etc>
As such, the solution to this similar question is of no use. What might I be able to do to correctly configure PTB on Octave?
What version of gstreamer are you using? I had a similar problem recently and fixed it by installing gstreamer 1.14.4. The latest version of gstreamer will not work, nor will versions earlier than 1.14.4.

LibGDX creating (desktop) platform runnable

I want to export may project (game) to different desktop platforms. I exported it from eclipse (on Windows) and I get JAR file. On my machine I can start it, but on other it won't work. I guess JRE is missing there.
So, I followed LibGDX instructions how to deploy on different platforms:
https://github.com/libgdx/libgdx/wiki/Deploying-your-application
But when I run that packr.jar app I get following output:
D:\packing>java -jar packr.jar windows.json
Output directory 'D:\packing\windows' exists, deleting
Unpacking JRE
SLF4J: Failed to load class "org.slf4j.impl.StaticLoggerBinder".
SLF4J: Defaulting to no-operation (NOP) logger implementation
SLF4J: See http://www.slf4j.org/codes.html#StaticLoggerBinder for further details.
copying resources
minimizing JRE
unpacking rt.jar
packing rt.jar
Done!
After that I really get my exe file, all together with jre dir, my original game jar file and some config.json file, but that exe file just won't run. No failure message, just won't run. Any idea what's going on here? Or maybe there is some other tool for packing jar files?
All I need is to make my game runnable on desktop platforms: Windows, Mac & Linux.
For windows OS you could use something like launch4j which simply puts a wrapper around your jar file.
It also has the capability to provide a given jre. So your users do not need to have one installed.
Ok, solved this.
So I've found out that if I run exe file from console (cmd) and redirect output to file I can have some error report regarding the run attempt. So I did that:
myapp.exe > log.txt
and get log this log file:
Loading JVM runtime library ...
Passing VM options ...
# -Xmx1G
Creating Java VM ...
Error occurred during initialization of VM
Unable to load ZIP library: D:\packing\windows\jre\bin\zip.dll
Zip file was there, but something was wrong with it so I replaced it with one I had in my Java installation (my was larger). After that I was able to run exe file well.

Build wp8 app using ionic

I am creating a hybrid app using ionic framework.I have successfully created build for android and ios. But when I am creating app for wp8.I got error:
Building project: D:/window/platforms/wp8/window.sln
Configuration : debug
Platform : any cpu
Building the projects in this solution one at a time. To enable parallel build,
please add the "/m" switch.
D:\window\platforms\wp8\window.csproj(211,5): error MSB4019: The imported projec
t "C:\Program Files (x86)\MSBuild\Microsoft\WindowsPhone\v8.0\Microsoft.WindowsP
hone.v8.0.Overrides.targets" was not found. Confirm that the path in the <Import
> declaration is correct, and that the file exists on disk.
ERROR: Error code 1 for command: C:\Program Files (x86)\MSBuild\14.0\bin\msbuild
with args: D:/window/platforms/wp8/window.sln,/clp:NoSummary;NoItemAndPropertyL
ist;Verbosity=minimal,/nologo,/p:Configuration=debug,/p:Platform=any cpu
Error: cmd: Command failed with exit code 2
Please help
I think WP8 is not supported, only Windows 10. Look here:
"We will not be supporting WP8.
We may support W10 with V1, but we will definitely support W10 with V2."
and
For many, this is probably not the Windows Phone 8 update you were hoping for, but we just couldn’t get Ionic apps to perform well enough on that platform to officially support it. With all the changes and updates in the Windows/Edge ecosystem over the last few months, it made sense to just wait and see how it all played out.
https://forum.ionicframework.com/t/does-ionic-supports-windows-phone-8/29233/22
https://channel9.msdn.com/Blogs/One-Dev-Minute/Ionic-apps-on-Windows-10
http://blog.ionic.io/announcing-ionic-1-2/

How to properly add Firebase jar file to libgdx HTML5?

Firebase jar file works for both iOS and Android. But when I try to deploy the web version, it gives me an error:
[ERROR] Line 18: No source code is available for type com.firebase.client.Firebase; did you forget to inherit a required module?
I tried to add the dependencies in the module settings to the HTML project.
But it still gives me this error.
Does anyone know how to solve this? Any advice would be appreciated.

Cocos2d-js: “Can’t find right android-platform for project”

I changed to new versions of Android SDK and NDK.
When I execute the command "cocos run -p android" in any cocos project directory, also a newly created one, then it compiles all sources correctly, but stops trying to build an apk, with the message:
Can't find right android-platform for project : "/Applications/MAMP/htdocs/42words/frameworks/runtime-src/proj.android". The android-platform should be equal/larger than 10
The Env-Variables are set to:
ANDROID_SDK_ROOT=/Applications/adt-bundle-mac-x86_64-20140702
NDK_ROOT=/Applications/android-ndk-r10
ANT_ROOT=/usr/local/Cellar/ant/1.9.3/bin
And they are correct. At
/Applications/adt-bundle-mac-x86_64-20140702/sdk/platforms
there is a android-20 folder. If I call cocos with
cocos run -p android --ap 20
Then the message is
The directory "android-20" can't be found in android SDK
What am I missing?
I had the same problem when I replaced my old copy of the Android SDK with the one from the Cocos Store.
Can't find right android-platform for project : "/Users/CurrentUser/ProjectName/frameworks/runtime-src/proj.android". The android-platform should be equal/larger than 16
Easy fix! Run android found at /android-sdk/tools/android and make sure that the Android version (in this case API 16) is downloaded.
here is my android_sdk_root, you lose /sdk?
export ANDROID_SDK_ROOT=/Project/adt-bundle-mac-x86_64-20131030/sdk
if not this reason, you can find this log in tools/cocos-console/plugins/project_compile/build_android.py
def check_android_platform(self, sdk_root, android_platform, proj_path, auto_select):
if you use python ,it's easy to find the reason by log
To me, the problem can be solve by installing the older version of android sdk. Open your android ndk folder and check for the newest version of the NDK. If it is android-21 for example, then you open AndroidSDK Manager, and install AndroidSDK Build tools 21. After that, try again to run your project.
In addition, depend on your target device, you may also want to install an equivalent Android SDK platform.