MonoDroid:INSTALL_FAILED_OLDER_SDK - monodevelop

Using MonoDroid 4.0.6 and MonoDevelop, any attempt to run in an emulator fails with this error listed below:
The minSdkVersion matches the emulator's SDK version. All AVDs were created by the MonoDroid isntaller.
Detecting package list location
Getting package list from device
Installing shared runtime package on device
1849 KB/s (25866362 bytes in 13.657s)
pkg: /data/local/tmp/Mono.Android.DebugRuntime-debug.apk
Success
Installing the platform framework
1565 KB/s (16530851 bytes in 10.310s)
pkg: /data/local/tmp/Mono.Android.Platform.apk
Failure [INSTALL_FAILED_OLDER_SDK]
Failed to install the platform framework

I solved this in 2 ways.
1) In the manifest the minSdkVersion should match or be lower than the emulator
2) (what tripped me up) The Mono DLLs References of the project should be set to the Android version too.
Both are needed. I come from a Java Android background so never thought to change anything but the manifest.

Related

openCV doesn't play video on Fedora 28

I have just started learn opencv and i encountered a problem about playing video. I use qt-creator for opencv and my os is fedora 28.
My code:
cv::VideoCapture vCap;
vCap.open("/home/enes/sample.mp4");
if(vCap.isOpened()){
cv::Mat frame;
cv::namedWindow("Video");
for(;;){
if(!vCap.read(frame)) break;
cv::imshow("Video", frame);
}
}
My problem is below.
Failed to query video capabilities: Inappropriate ioctl for device
libv4l2: error getting capabilities: Inappropriate ioctl for device
VIDEOIO ERROR: V4L: device /home/enes/sample.mp4: Unable to query number of channels
OpenCV(3.4.1) Error: Unspecified error (GStreamer: your gstreamer installation is missing a required plugin
) in handlemessage, file /builddir/build/BUILD/opencv-3.4.1/modules/videoio/src/cap_gstreamer.cpp, line 1869
VIDEOIO(cvCreateCapture_GStreamer (CV_CAP_GSTREAMER_FILE, filename)): raised OpenCV exception:
OpenCV(3.4.1) /builddir/build/BUILD/opencv-3.4.1/modules/videoio/src/cap_gstreamer.cpp:1869: error: (-2) GStreamer: your gstreamer installation is missing a required plugin
in function handlemessage
CvCapture_OpenNI::CvCapture_OpenNI : Failed to open input file (/home/enes/sample.mp4): Bad file extension
What should I do to solve this problem? Thanks.
I managed to play MP4 video with OpenCV on Fedora 28 by building the opencv module from source, as described here: Install OpenCV-Python in Fedora.
I also installed most of the gstreamer-plugins-* packages and uninstalled the managed OpenCV packages before compiling Open CV.

Houdini arm to x86 translation "Unsupported feature" error when using shared STL in Android NDK app

I created an Android Studio project from this sample NDK project provided by Google and changed a couple things so I could try to leverage Houdini arm to x86 translation:
In app/build.gradle I set abiFilters to armeabi-v7a.
In Application.mk I changed APP_ABI from all to armeabi-v7a so that x86 native libraries won't be created.
Also in Application.mk, I changed APP_STL from stlport_static to gnustl_shared.
You can see the modified code in this repo.
Then I ran the app in the BlueStacks emulator, which supports Houdini. I get the following error:
11-21 00:42:19.742 9947-9947/? D/houdini: [9947] Loading library(version: 4.0.8.45720 RELEASE)... successfully.
11-21 00:42:19.742 9947-9947/? D/houdini: [9947] Unsupported feature (ID:0x10600cae).
11-21 00:42:19.742 9947-9947/? D/houdini: [9947] Open Native Library /data/app-lib/com.sample.teapot-2/libTeapotNativeActivity.so failed.
...
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.sample.teapot/com.sample.teapot.TeapotNativeActivity}: java.lang.IllegalArgumentException: Unable to load native library: /data/app-lib/com.sample.teapot-2/libTeapotNativeActivity.so
If I make APP_STL any of the supported values with shared I get this error, and with static it works fine. I'd like to get shared working, to solve this issue in React Native. Does shared STL not work with Houdini? Any workarounds?

LIBGDX ios simulator crash. LibGDX / Robovm compiles for 64bit instead of 32bit. What should I do?

My libgdx app starts up on ios simulator and shows ios intro libgdx pic, then crashes.
I get:
[ERROR] Session could not be started: Error Domain=NSPOSIXErrorDomain Code=3 "Unable to run app in Simulator" UserInfo=0x7f853960ff60 {NSUnderlyingError=0x7f8539464ff0 "Failed to lookup the process ID of se.myapp.IOSLauncher after successful launch. Perhaps it crashed after launch.", NSLocalizedFailureReason=An error was encountered while running (Domain = NSPOSIXErrorDomain, Code = 3), NSLocalizedDescription=Unable to run app in Simulator}
Seems to be related to trying to run 64bit on iPhone 4s, where it is not supported. Does anyone know how to turn off 64bit for robovm in libgdx?
If I change the ios-sim command:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86_64/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
To:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
It works with the old robovm. But for the new version it seems those directories aren't even built at all, so it fails.
Where should I specify the architecture? There is:
<arch>thumbv7</arch>
in robovm.xml but it doesn't seem to do anything?
Has this anything to do with the eclipse integration plugin (I am running from eclipse)?
OK I found out (after about 12 hours of digging)!
I looked in the wrong place all the time. The solution is (in eclipse) to go to Run Configurations / iOS Simulator App / Choose a device and select 32-bit (x86).

Flash Develop invalid namespace with AIR 14.0

I'm using Flash Develop 4.6.2.5, and I cannot compile my app with AIR versions above 3.9.
I've tried with 4.0, 13.0 and 14.0
Packaging: dist\app.apk
project\application.xml: error 102:
Invalid namespace http://ns.adobe.com/air/application/14.0 APK setup creation
FAILED.
Here is all the procedures I've already did:
After some struggle here is the solution:
Switch the order of the PATH at SetupSDK.bat (line ~35):
Original:
:succeed
set PATH=%PATH%;%FLEX_SDK%\bin
Modified:
:succeed
set PATH=%FLEX_SDK%\bin;%PATH%
The problem should be related with something that I've installed in my system %PATH% which is having conflicts with something from %FLEX_SDK%, by switching the order you are forcing the packager to give preference to Flex SDK.

Visual Studio 2012 / WP8 SDK: "Connection to Windows Phone Device or Emulator Failed"

I'm opening the default project for Windows Phone 8 using VS 2012 Professional and WP8 SDK, and am trying to configure the Windows Phone 8 WVGA 512 (default) emulator.
Using build and deploy both work. Build and deploy are both checked in the build settings for all build types. The output gives me this:
Deploy started: Project: ABCD, Configuration: Debug x86
Deploying C:\Users\Guy\My Projects\ABCD\ABCD\bin\WindowsPhone\x86\Debug\ABCD_Debug_x86.xap...
Connecting to Emulator WVGA 512MB...
Installing the application...
Deployment of C:\Users\Guy\My Projects\ABCD\ABCD\bin\WindowsPhone\x86\Debug\ABCD_Debug_x86.xap succeeded.
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
However if I try to open the Simulation Dashboard to change any settings (Lock Screen -> Unlocked or "Enable Network Simulation", Visual Studio returns the error:
Connection to Windows Phone device or emulator failed.
How do I fix this issue? I have no headway on this problem because there's nothing from Google or stackoverflow, and I've tried a ton of things related to this problem (mainly the fixes for the infamous Could Not Debug Application error.)
Thanks for the help.
I have very similar problem, but in my case the simulation does not work on actual device (it used to, but now suddenly it doesn't). It does work with emulator. Deploying and debugging works fine on both.
This would suggest that it might be more general problem. Not tied to target device type in particular.