android-ndk

“dlopen failed: is 32-bit instead of 64-bit” in tests only

筅森魡賤 提交于 2020-01-04 03:15:12
问题 I'm having a set or Gradle modules that uses the core module based on c++ code: Core (C++ with JNI glue, aar with libxyz-jni.so ) Tests (Android instrumentation tests) App (regular Android app) Core module includes native 32 bit libxyz-jni.so compiled for armeabi-v7a and x86 and is compiled to aar . It does not have arm64 libraries. App module depends on Core and is working on arm64 hardware device without any issues (is able to load libxyz-jni.so ) Tests depends on Core and fails to load

Playing PCM WAVE sound from memory with OpenSL on Android

筅森魡賤 提交于 2020-01-04 02:45:46
问题 I'm trying to set up OpenSL AudioPlayer to use memory I've allocated to playback a wav file. I want to do this so I can have multiple AudioPlayers that share the same data and conserve memory. I've tried to give openSL the entire file and tell it that it is a WAVE with format_mime SLDataLocator_Address loc_fd = {SL_DATALOCATOR_ADDRESS, data, size}; SLDataFormat_MIME format_mime = { SL_DATAFORMAT_MIME, (SLchar*)"audio/x-wav",SL_CONTAINERTYPE_WAV}; SLDataSource audioSrc = { &loc_fd, &format

Error While building PJSiP in Android

做~自己de王妃 提交于 2020-01-04 02:39:08
问题 When i tried to put this command while building pjsip for android, TARGET_ABI=armeabi-v7a ./configure-android --use-ndk-cflags This error occured, compiler not found, please check environment settings (TARGET_ABI, etc) can somebody give me an explanation.pls 回答1: I'm sure you've moved on past this by now, but for anyone else who finds this thread: Just set the NDK_TOOLCHAIN_VERSION environment variable to 4.9 This can be done either by doing an export prior to the configure call: export NDK

cross-plattform use of a static .a-library on iOS and Android possible? (what about .so and .dylib ?)

两盒软妹~` 提交于 2020-01-04 02:14:08
问题 I have created a static library (with extension .a) for iOS with Xcode. These were my build-settings: Architectures: armv6, armv7 Base SDK: iOS 4.3 Build Active Architecture Only: No Supported Platforms: iphoneos, iphonesimulator Valid Architectures: armv6, armv7 A check with lipo -info libassimp.a approves: Architectures in the fat file: libassimp.a are: armv6 armv7 Can I use this static .a-library in an Android NDK project as well? Do I have to add supported platforms? Or do I have to build

How can ffmpeg be made as efficient as Android's built-in video viewer?

你离开我真会死。 提交于 2020-01-04 01:28:12
问题 I have a project based off of https://ikaruga2.wordpress.com/2011/06/15/video-live-wallpaper-part-1/, which uses an older copy of the ffmpeg libraries from http://bambuser.com/opensource. Within the C++ code in this project we have the following lines of code: unsigned long long current = GetCurrentTimeInNanoseconds(); avcodec_decode_video(pCodecCtx, pFrame, &frameFinished, packet.data, packet.size); __android_log_print(ANDROID_LOG_DEBUG, "getFrame>>>>", "decode video time: %llu",

Error: Activity class {} does not exist

我与影子孤独终老i 提交于 2020-01-03 18:31:09
问题 My application launches well both on Nexus 7 and Nook Tablet, but doesn't start on Kindle Fire with the following error: Error: Activity class {com.js.pathoflight/com.js.pathoflight.JSNativeActivity} does not exist. Here is my manifest complete: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.js.pathoflight" android:versionCode="3" android:versionName="0.8.3"> <uses-sdk android:minSdkVersion="9" android:targetSdkVersion=

UnsatisfiedLinkError couldn't load game - cocos2d-x on Android

送分小仙女□ 提交于 2020-01-03 17:49:52
问题 I am trying to create a new cocos2d-x Project for Android and followed the following tutorial: Cocos2d-x Android Integration At the end, I get an error when I try to run the application stating: 10-14 21:52:37.510: E/AndroidRuntime(1568): Caused by: java.lang.UnsatisfiedLinkError: Couldn't load game: findLibrary returned null The "game" library is loaded from the generated activity: System.loadLibrary("game"); But there isn't anything in my project as game.so. I only have libgame.so What

Undefined reference to libssl function with Android NDK

我是研究僧i 提交于 2020-01-03 17:28:31
问题 I am very new to Android, compiling, and linking in general. I do not know which details are important with my problem, so I will just tell you everything. If you see anything strange or incorrect, please let me know. I built the libcrypto.so and libssl.so libraries in the Android-NDK. I wrote native code which uses a function in openssl.so (and openssl.so uses functions in libssl.so). The code compiles, however I receive an "undefined reference" error when linking: ./obj/local/armeabi/objs

How to Force Android Soft Keyboard Open from Native Code?

时间秒杀一切 提交于 2020-01-03 17:06:45
问题 I have a game that uses a callback to Java from C++ to force open the soft keyboard when the user touches the screen. The Java code is simply this: this._inputMethodManager.toggleSoftInput(InputMethodManager.SHOW_FORCED, 0); This has worked fine for a while but recently we've been receiving complaints from some Motorola Droid users that the soft keyboard fails to open for them. Since we've only recently started to get these complaints and it's a number of users I'm thinking it was some kind

ndk-build DUMP_APP_ABI returns 2 lines on Windows

风流意气都作罢 提交于 2020-01-03 13:38:44
问题 I can't debug android ndk app on Windows. It seems it is a new line problem on Windows c:\Android\android-ndk-r9c\samples\hello-jni>..\..\ndk-build DUMP_APP_ABI all c:\Android\android-ndk-r9c\samples\hello-jni> On Linux it is hello-jni$ ../../ndk-build DUMP_APP_ABI all hello-jni$ There is no line after all on Linux I use unmodified hello-jni from android-ndk-r9c I also compared size of every unzipped file and they are original. It is clean unmodified NDK from Google. It is able to compile and