This Android SDK Requires ADT version 22.6.1 or above - eclipse-adt

As per my title. I have been using Eclipse happily for months but it has now thrown a wobbly (I think it was due to me adding API 19 to the SDK).
Anyway I deleted the SDK and Eclipse and reinstalled them both.
They are in a folder called development in C:\Program Files (x86) - the same as the Java file.
So I loaded up Eclipse and no errors so thought I'd update the SDK with:
Android SDK Tools 22.6.1
API 19 - SDK Platform and ARM EABI
The SDK has the following ticked:
Android SDK Tools = 22.6.1
Android SDK Platform-tools = 19.0.1
Android SDK Build-tools = 19
SDK Platform (API 19)
ARM EABI v7a System Image (API 19)
Android Support Library 19.0.1 (Extras)
Google USB Driver (Extras)
To update the ADT I have gone to:
Help > Install New Software
STEP 1
Ran using 22 - https://dl-ssl.google.com/android/eclipse/
Which brings up:
Developer Tools
NDK plugins
I tick them both but they say both are already installed.
STEP 2
Ran using Android Developer Tools Update Site - http://dl-ssl.google.com/android/eclipse/
(Same as before but without the s in https)
Which brings up:
Developer Tools
NDK plugins
I tick them both but they say both are already installed.
This is the second time round. When I did it first time it did install stuff.
Also my code in a project I created fresh has lots of red lines (android.os, Activity, Bundle etc):
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
public class LapMaster extends Activity
{
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.lap_master);
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.lap_master, menu);
return true;
}
}
This looks like a relatively new thing and I have followed other answers but I'm still not getting anywhere?
Anything I may have missed?
Edit:
On the screen
Help > Install new Software
When I click what is already installed? and go to Installed Software I can see Android Developer Tools there but it is version 22.3.0 and when I expand the node it is blank underneath and then has ADT Package - all are 22.3.0?
Is this to do with ADT Package?
I keep getting an error setting up the SDK location too.
Windows > Preferences
I use: C:\Program Files (x86)\Development\adt-bundle-windows-x86-20131030\sdk
But it doesn't let me click apply or OK to accept it?
Thanks.

Ok I have finally fixed it.
I uninstalled the adt package and reinstalled it.
This time I updated the ADT before the SDK, not sure if this was the issue.
This is what I did:
I run Eclipse and all is fine.
Go to Help > Check for updates
It does some stuff...took an age
Then "No updates could be found"
Go to Help > About ADT and Build is still 22.3.0 (I'm trying to get 22.6.1).
Go to Help > Install New Software
Select Android Developer Tools Update Site - http://dl-ssl.google.com/android/eclipse/
Tick Developer Tools
Click next
"Already installed so an update will be performed instead"
Click next
Accept terms
I got an error and I found this useful in resolving it:
I found the link here useful What to do about Eclipse's "No repository found containing: ..." error messages? if anyone is having errors when performing the update

Related

Unity type or namespace name 'Spatial Tracking' does not exist in the namespace 'UnityEngine'

I am working on this project using a leap motion on a mac notebook.
Unfortunately, I am getting the following error.
To my knowledge I have the latest versions installed.
The Spatial Tracking is part of the ARCore package.
In order to install it, you have to download the ARCore Unity SDK from GitHub.
You should find arcore-unity-sdk-1.19.0.unitypackage here https://github.com/google-ar/arcore-unity-sdk/releases/download/v1.19.0/arcore-unity-sdk-1.19.0.unitypackage.
Execute it and it should be auto-imported in Unity.
Then you'll have you Spatial Tracking.
If you have already installed ARCore/Spatial Tracking, delete plugins and package and reinstall following https://developers.google.com/ar/develop/unity/quickstart-android
From Window > Package Manager install the XR Plugin Management and the error will disappear:
For those who are working on Windows:
Window > Package Manager and then install the XR Plugin Management
At least it worked for me in Unity 2020.1.8 and with the Leap Motion Core Package

Installation fails when trying to install Unity AndroidPlayer on macOS

I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)
I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)
I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox
Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...
I managed to defeat the issue by installing the required packages from the Unity Hub, instead of manually downloading & installing.
Start Unity -> click Installs -> reveal Add Modules by clicking the vertical 3 dots and select the modules required by clicking on the checkboxes.
I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.
If anyone else runs into this and is unable to see the Add Modules button described in the other answer, you need to install the editor through Unity Hub in order to see that option.
I removed the old editor, went to:
https://unity3d.com/get-unity/download/archive
and then clicked the Unity Hub button for the specific version I was using. That way you're able to Add Modules :)

ARC Welder: "Device does not have package com.google.android.gsf" despite "usePlayServices": ["gcm"]

In my apk running in ARC welder I get:
java.lang.UnsupportedOperationException: Device does not have package
com.google.android.gsf at
com.google.android.gcm.GCMRegistrar.checkDevice(GCMRegistrar.java:98)
I get this despite having the following in Additional Metadata:
{ "usePlayServices": ["gcm"], "crx_key": ... } .
What do I need to do to get this working?
Assuming you are not using the deprecated C2DM (which ARC doesn't support), a possible reason is that you are not using the right way to check GCM availability. If that's the case, please refer to the example in Implementing GCM Client on Android (search for checkPlayServices).
I had this problem, but it appears the solution had nothing to do with GCM. My app was using the RabbitMQ java library though.
The solution was to use Google APIs instead of Android SDK Platfor as the default SDK . This is selected by going to Project Settings -> Project -> Select New [under Project SDK] -> Chose Your Android SDK Home Directory -> Chose the Your Favourite Google API.
Note: the APIs, in case you downloaded them, are normally on the lower half of the Build Target Drop down list in the Create New Android SDK dialog box.

BlackBerry Java SDK < 6.0.0 on Mac

I have a brand new installation of Eclipse with BlackBerry Plugin for mac.
The Java SDK 6.0.0 is already installed, the only thing now is that I want to compile for minor version, like 4.5.0
I have tried :
Help -> Install New Sotftware... -> http://www.blackberry.com/go/eclipseUpdate/3.5/java
But it gives me an error.
"No repository found at http://www.blackberry.com/go/eclipseUpdate/3.5/java"
anyone had the same issue ?
It seems that it worked for some people.
I don't know if what you're trying is possible, I also couldn't get it to work. According to the RIM site, they don't support building apps on OS X for non-6.0 right now, and based on the workaround below, I think it might not be as simple as installing the packages from the Eclipse installer.
However, I found a great post on building BlackBerry apps on OS X, and since then I've been working on my MBP, and can't say I would turn back. Here's a summary of how I got it set up:
Install Eclipse (I am using 3.5, but it may not matter) and VirtualBox.
Create a new VM and install Windows (tested with XP SP3). This
would probably work using VMWare Fusion or Parallels too.
On the VM, install Java 6 and the version of the BlackBerry JDE
that matches your target OS.
In OS X, download
bb-ant-tools.jar and move it
to ~/.ant/lib.
Get an OS X version of preverify, which is included in the Sun
J2ME SDK 3.0 for OS
X.
Install it and either copy
/Applications/Java_ME_SDK_3.0.app/Contents/Resources/bin/preverify to
somewhere in your PATH or just add that directory to your PATH.
If you don't have one already, create the file ~/.MacOSX/environment.plist.
Edit this file with /Developer/Applications/Utilities/Property\
List\ Editor.app/.
Create a new variable called PATH and set it to the value of your
shell PATH, making sure that the directory containing preverify is
included. This allows Ant, via Eclipse, to see the preverify command
when Eclipse is launched from Eclipse.app and not from the command
line. See this
for more details.
In OS X, create a directory for the BlackBerry components
(something like "bb-components").
From the BlackBerry JDE installation in the VM, copy both "lib" and
"bin" directories to this directory.
In Eclipse, create a new Java project.
Choose "Use an execution environment JRE:" and select Java 1.3.
Right click the project in the "Package Explorer" and select "Build
Path" and then "Configure Build Path."
Add bb-components/lib/net_rim_api.jar as an "External JAR."
Remove the "JRE System Library." This is so that only BlackBerry
supported classes will be offered via autocompletion etc.
Copy the attached minimal
build.xml into the project.
Edit the build.xml to suit your environment (specifically the
jde.home property) and anything else you want to customise.
Right click and select "Run as" and then "Ant Build" (the first
one). You can also build using Ant on the command line, of course.
These were adapted from https://spin.atomicobject.com/2010/11/04/our-blackberry-development-environment
Good luck!
I develop all of my BB apps on Mac hardware but I'm running Windows through Parallels. Not better than having native Mac tools, but it works!

Installing iOS SDK 4.1 on xcode 3.2.5

I've read through a lot of posts and couldn't really figure out the answer to this question. So I apologize if I duplicating it here.
I have installed xcode 3.2.5 to my machine and it comes with SDK 4.2. My iPhone is on 4.1 and I am not planning to move it to 4.2 just yet. Problem is that I can't use this phone for testing. Since the only SDK that I have installed is 4.2, when I try to run debug with my iPhone, I get this message:
Can't install application
The info.plist for application at /blabla/app.app specifies a minimum OS of 4.2, which is too high to be installed on this device.
So, I got to Targets -> Get Info and I see that it is indeed targeting 4.2 (but that is the only option available - since I don't have the other SDK's installed).
So, the question is: how to I keep xcode 3.2.5, but install SDK 4.1 in addition to 4.2?
It took a while to figure this out.
I couldn't see 'iOS Deployment Target' on the info.plist either. Here's what I did.
a) Project -> Edit Project Settings
b) go to 'deployment' section
c) Change
'Targeted Device Family' = iPhone/iPad
'iOS Deployment Target = 'iOS 4.1'
Open up your info.plist in your project. There is a place where you can define for iOS 4.1.
Just open the previous SDK dmg, then go to Packages, and install the SDK 4.1 package.
More info : Install sdk 2.0 to 3.1 for xcode 3.2
Note : the "Packages" directory is not visible in the dmg since xcode_3.2.5_and_ios_sdk_4.2_final. Just use the Terminal (or finder "Go to folder") to open "/Volumes/Xcode and iOS SDK/Packages".
Edit : the xcode4.1 for Snow Leopard create an app called "Install Xcode.app". The packages directory is inside the app package.
The best way to do this is to find a copy of Xcode 3.2.4, with iOS 4.1, and install it in a separate directory. When you install, take the dropdown that's set to Developer and switch it to DevOld, or something similar. As there's no way to install new SDKs in the new version of Xcode, keeping multiple versions is the best you can do.
If you simply want to be able to run your app in 4.1, not necessarily develop in it, go into your target's settings, and under the build tab, set the iOS Deployment Target key to 4.1 or below.
Good luck!
What you need to do is:
In the BUILD section of the Project info click on Show and change its value from Setting defined at this level to All Settings.
In the updated list of settings you will surely locate the desired one.
Good Luck!

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