I am following the iOS QuickStart for the Google Drive iOS SDK and I am stuck at step 3-d. "Select the "GTL" project's "GTLTouchStaticLib" target"
When I select the GTLCore project and view the targets, the GTLTouchStaticLib target is not listed, as shown, so I cannot proceed. Please advise...
I did some research regarding GTL library and found out that both GTMOAuth2Authentication.h and GTLService.h file you have to change '#define GTM_USE_SESSION_FETCHER 1' to '#define GTM_USE_SESSION_FETCHER 0'
Here's where I found my answer: GTMSessionFetcher.h file not found upgrading app to latest google-api-objectivec-client
Note:
This may not be a google-drive-sdk issue, It can be an issue with xcode library handling, cocoapods or library management of the project wasn't configured properly.
Related
I want to display bunch of locations on google map on flutter web.
I've done the same for android using the plug-in: google_maps_flutter
For the web Found the plug-in:
google_maps_flutter_web
But the example in the plug-in description is not useful.
My code for the android is not even compiling for the google_maps_flutter_web when I include
import 'package:google_maps_flutter_web/google_maps_flutter_web.dart';
Without normal include it is giving run time error
import 'package:google_maps_flutter_web/google_maps_flutter.dart';
Can someone please point to some code example to display list of locations on google map on flutter web?
I was getting run time error for my google_maps_flutter
The following UnimplementedError was thrown building GoogleMap(dirty,
dependencies: [Directionality], state: _GoogleMapState#5b0ef):
buildView() has not been implemented.
I found out the reason. The root cause of the error was version of my imported plug-in google_maps_flutter was older than the google_maps_flutter_web plug-in.
When I set the version of both these plug-ins to the latest version the code started working.
recently i am developing chrome extension. using js,html,css however for every action i am searching google for chrome.* api reference. is there any way to add extension for auto complete of chrome.* api methods in vscode?
If you use Vscode, just create or update jsconfig.json at the root of project :
{"typeAcquisition": {"include": ["chrome"]}}
Reference (User: ewwink): https://www.reddit.com/r/vscode/comments/93c2ez/chrome_extension_autocomplete/
Steps:
Visual Studio Code
File => Preferences => Settings
User
Extensions
Under Activation on Language => click on settings. JSON
Add the following inside the JSON
{"typeAcquisition": {"include": ["chrome"]}}
Voila you're ready !
I'm developing an VR Video Chat application using Agora.io api and Unity3D Engine, in which a main user streams his webcam from a standalone Pc to users equippped with an Oculus device.
As soon as I try to upload the VR app to the Oculus Server, I got that error:
This app uses permission(s) that are not compatible with this device: android.permission.CAMERA.
How do I overcome that issue?
Any suggestions?
I haven't programmed for Oculus yet but here are some ideas:
First you may try just to set android:required=“false” in the manifest to see what happens?
Secondly check the official Oculus documentation here to see if helps? https://developer.oculus.com/blog/tech-note-android-plugins-and-permissions/?locale=en_US
"You will need to modify your Android Manifest file. Because the Oculus Quest doesn’t have cameras (well, none that can be used for this demo) we will get rid of the camera use requirement ( ) located on line 9 in the folder Assets/Plugins/Android/AgoraRtcEngineKit.plugin "
This is a quote from this quick start tutorial which will get you up and running with Agora.io Video chat and Oculus Quest. It explains how to stream your webcam from a standalone PC to Oculus Quest. https://medium.com/#jake_agora.io/live-realtime-video-to-vr-oculus-quest-6bbb74e4fc63
Just in case anyone else falls into this. The solution posted where you remove the entry from the Agora included manifest doesn't work anymore, and I can't identify where its being added from, perhaps Agora can post a solution. The only way around it is to export from Unity, edit the Manifest to remove the unwanted camera permissions and then build in Android Studio.
Please forgive my ignorance, Any advice/directional assistance would be greatly appreciated.
I have a small app that reads data from an API with json requests.
One of the actions the app needs to do is to download a given PDF and open it either in the app, or in the OS default viewer.
I have followed several guides, but I think I am not including all needed files or something. The guides don't speak of including files of any type, but I still get errors.
In this link for example I followed the steps, but I am getting an error when I add these two lines in to the script at the bottom of the page:
var fileTransfer = new FileTransfer();
console.log(FileTransfer);
When running that I get the error Uncaught ReferenceError: FileTransfer is not defined at employee_documents.html:102
I am sure that either i am not including the files correctly in netbeans or I am missing something simple...
Any advise would be greatly appreciated.
To answer the question specifically. In order to solve the error, you need to run the cordova app using the CLI. In that way, the plugins installed from your cordova will be used otherwise if you're only running it via refresh or something similar it will produce an error like this.
In other words, type this command in your CLI:
cordova run browser
You can change this to your preferred platform (android, ios)
I've used "setup UI" to generate my LibGDX game projects.
Then I've imported them into Android Studio . It didn't show any errors at first , but when I've tried to run the android project , it gave me strange errors like :
java: cannot find symbol
symbol: variable super
location: class com.yan.waterworld.MainActivity
Here is an image :
How can it be solved (or worked around) ?
Update:
Since Android Studio 0.8.0 it is now possible to run Java and Android modules. This will not work by following these instructions (Android studio is based on Intellij).
Gradle Configuration
Old:
They have forums and notice here: https://code.google.com/p/libgdx/wiki/AndroidStudio
Using libgdx with Android Studio
At Google I/O 2013, the Android tools
team released Android Studio, and IDE based on IntelliJ IDEA, focusing
on pure Android development.
Android Studio is sadly unfit for libgdx projects at this time, as it
only allows the creation of Android projects. Standard Java projects
are not supported, and it is unclear if this will ever become
available.
Libgdx's cross-platform nature does not lend itself well to
development with Android Studio. This should not be a big hindrance,
as libgdx projects don't benefit much from Android Studios
capabilities. E.g. the layout preview is irrelevant for libgdx
applications, as they don't use native Android UI widgets. The inline
documentation support for Android APIs is also not needed for libgdx
applications.
However, we'll try to make developing libgdx applications with the new
Android Gradle build system possible in the near future.
If you must use Android Studio, check out this thread on the forums.
Alternatively you can use Intellij IDEA with libgdx, potentially with
Maven.
Creating games in gdx works perfectly fine in Android Studio. The best way to create a project for Android Studio is through gdx-setup. Please go to the following article
http://www.todroid.com/android-gdx-game-creation-part-i-setting-up-up-android-studio-for-creating-games/
It explains my experience in using the gdx-setup application, how to run it on the PC platform and steps for importing the gradle project and building a project in gradle.
When you have finished the article, hopefully you will have a fully working sample game template in which you can start building your game.
I tried to use a similiar method used for native libraries for now.
Last night, I was able to run examples; as a scratch project in Android Studio and wrote a quick guideline
Hope it helps you as well, but I am still learning so sorry in advance for any missing info or mistakes ;)
Here's the link.. http://bgnstudio.wordpress.com
I tried to use this way in detail:
create a new project in Android Studio.
From the libgdx nightly build, get;
Libgdx.so files within the armeabi/armeabi-v7a folders as needed.
Gdx.jar and gdx-source.jar
Gdx-backend-android.jar
Create lib and libs directories under project folder .
Copy armeabi* folders , gdx.jar and gdx-source.jar files under the “lib” directory.
Also copy the gdx-backend-android.jar into the “libs” directory.
*
In project tree; add gdx.jar and gdx-backend-android.jar as library.
In library settings, add gdx-source.jar under gdx.jar; Then open
module settings and add these libraries as dependencies. And check
them for compile.
Archive the armeabi folders together with parent directory to zip files and rename extension from zip to jar.
armeabi.jar : “/lib/armeabi/libgdx.so”
armeabi-v7a.jar :“/lib/armeabi-v7a/libgdx.so”
And move these jar files under “libs” directory.
Final apperance of the folders will be like this:
|-lib
|---gdx.jar
|---gdx-sorces.jar (added as source library of gdx.jar in library settings)
|-libs
|--- armeabi.jar
|--- armeabi-v7a.jar
|--- gdx-backend-android.jar
Now modify build.gradle file as well:
dependencies {
compile 'com.android.support:appcompat-v7:+'
compile files('lib/gdx.jar')
compile files('libs/gdx-backend-android.jar')
compile fileTree(dir: 'libs' , include:'*.jar')
}
Have you tried IntelliJ 13? Download it here . This new version covers most of the function of Android Studio, but still it can make Java Project. Take a look at this article
This EAP build includes all of the new features of Android Studio except for the new project wizard and the AppEngine cloud endpoints integration. These latter features will also appear in our EAP builds in the coming weeks.
take a look at libdgx documentation:
https://code.google.com/p/libgdx/wiki/IntelliJIDEALibgdx
mark the Advanced->IDEA checkbox at libgdx project setup tool, create the project and import it from android studio(you will need add the assets folder to desktop launcher or maybe somethings like this), it works for me.