Dalvik Virtual Machine build target - debugging

I am new to Android platform and Dalvik VM. I have some questions about debugging the Dalvik VM.
How to debug Dalvik VM on an emulator?
I build Android by using full-eng as the target
source build/envsetup.sh
lunch full-eng
I am wondering how to build and debug a DVM targeted on host X86 machine instead of Android emulator or real device. I did some search online and find the target is called sim-eng. My Android version (JellyBean) does not have this lunch target option:
You're building on Darwin
Lunch menu... pick a combo:
1. full-eng
2. full_x86-eng
3. vbox_x86-eng
4. full_grouper-userdebug
5. mini_armv7a_neon-userdebug
6. mini_armv7a-userdebug
7. full_wingray-userdebug
8. full_crespo-userdebug
9. full_maguro-userdebug
10. full_panda-userdebug
Does anyone know how to build/debug on host target??

The sim-eng target hasn't been supported for several releases. It was never officially supported at all, really, so having a fully-working simulator build in AOSP was pretty rare.
The good news is that Dalvik VM is used by the Android build system, so if you can build the full Android tree for any target, you'll have a working copy on the desktop for free. In recent versions of Android (4.0 Ice Cream Sandwich and later), a copy of the dalvik script will be installed in your path (source), and can be executed directly.
dalvik -help foo

Related

Dark Aqua appearance/custom appearance for XCode 8.2

I'm developing an app in objective-c using Xcode 8. (because old computer)
Currently, my only options for the NSView's appearance are (Default) Aqua, and Aqua.
However, in SDKs starting in 10.14, they've included Mojave's Dark Aqua.
I've added the 10.15 SDK (https://github.com/phracker/MacOSX-SDKs/releases) and added it to XCode (/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/) and set the project SDK to it. However, I still don't get the choice to use Dark Aqua.
What should I do? (Alternatively, I could use https://github.com/insidegui/AssetCatalogTinkerer, but when I build it [as it does not include a build with it], I get errors when using the .car it generates.)
With hope,
Conrad
What should I do?
Get yourself a VM app (e.g. VMWare Fusion, Virtual Box, Parallels) and build yourself a Mojave VM then develop & test your app within that.
You will pay a small performance penalty, that's an objective observation of course and YMMV – especially if you're doing heavy graphics – but developing in a VM is quite doable. Indeed when Apple release 10.16 betas, you want to get your software ready, and you don't have a spare machine, then installing it on a VM is far safer than risking it on your primary machine.
HTH

Can't Install ARCore Emulator for Android Studio

I don't know if I'm allowed to ask this question but I really can't figure out how to use ARCore on Android Emulated Device.
According to the official guide I'm supposed to use API 8.1 on pixel/pixel 2 device in order to run any app which uses ARCore. Sadly those emulator don't come with the support for Play Store, and without Play Store I can't Instal ARCore on the device.
The device images that come with built in Play Store can't run ARCore instead. I'm really confused about how am I supposed to test anything for ARCore in this way.
I need it to develop an app for a University program and I need to become familiar with Augmented Reality Development but I can't even get started because of this issue.
Updated: October 20, 2022.
For using ARCore Emulator, at first, you have to create a virtual device with support for AR. I'm running Android Studio Dolphin | 2021.3.1 on macOS Monterey 12.6.
I created Pixel 6 Pro virtual device:
ARCore's targetSdkVersion has been set to Android API level 33.
Here are the steps you have to make in order to get a working Emulator:
Set up Android Debug Bridge. I set up adb for Mac.
Download Google_Play_Services_for_AR_1.34.0_x86_for_emulator.apk from GitHub repository.
Run your AVD.
Type in Bash Terminal the following command (to be sure that the port is 5554):
adb devices
Result:
// emulator-5554 device
Go to the folder where Google_Play_Services_for_AR_1.34.0_x86_for_emulator.apk is located. For instance:
cd ~/Desktop
To install Emulator, type in Terminal the following line, while the virtual device is running:
adb install -r Google_Play_Services_for_AR_1.34.0_x86_for_emulator.apk
Repeat previous steps for additional AVDs you’d like to use.
Delight!
P.S.
Take it into consideration: Android Emulator does not support such ARCore APIs as: Depth API, Geospatial API or Augmented Faces API. That's because Emulator doesn't have corresponding sensors. When any of these features are enabled, the Emulator picture can't render correctly: a screen will be entirely black, although UI elements drawn on top of the Emulator picture still be rendered.
Sergei's answer was right at the time, but the version of the ARCore app in his link (v1.1.0) is now too old. The following worked for me (after many false starts):
VIRTUAL DEVICE SPECIFICATIONS
Device: Pixel API 27
System image: Oreo / API Level 27 / ABI x86 / Android 8.1 (Google Play)
LINK TO ARCORE APK:
https://www.apkmirror.com/apk/google-inc/arcore/arcore-1-5-18091013-release/arcore-1-5-180910139-android-apk-download/download/
Download the ARCore APK to your desktop. In Android Studio, set up and then start the virtual device as specified above, open the Play Store app on it and sign in. Then drag the ARCORE APK file onto the virtual device; it should silently install. Finally, run hellosceneform on the virtual device.
Just install to emulator ARCore_1_1_x86_for_emulator.apk. Just drug to emulator. Check this link https://github.com/google-ar/arcore-android-sdk/releases/tag/v1.1.0

gomobile compatibility

I'm writing some test apps with gomobile and native golang. Strangely the apps don't run on Galaxy S3 with Android 4.1.1 but work on Galaxy Note 5 with Android 5.1.1. Does anyone know the clear hardware and software requirements for current version of gomobile? I don't think it's in any of the documents or speeches.
The only hardware compatibility note I can find for Go Mobile is this one which states:
Note: Go Mobile runs on the same architectures as Go, which currently means ARM, ARM64, 386 and amd64 devices and emulators. Notably, Android on MIPS devices is not yet supported.

genymotion failure install failed cpu api incompatible

i recently started using genymotion i am newbie as they say, i figured out how to launch apps but the problem is the apps the i installed successfully are chat or programs apps only no games apps want to be installed on the virtual device i always get this message failure install failed cpu api incompatible, i am using 2 pcs
both windows 7 x64 both got the same issue i will upload pics of the cmd commands i used
http://imgur.com/yCjuWqm
http://imgur.com/qg3dump
all i did i just installed these virtual devices
Galaxy S4-4.3 - API18 - 1080x1920
WXGA 10.1 Tablet - 4.3 - API 18 - 1280x800
so if u have any Questions or effective suggestions please help me :)
Best Regards,
Alex
To solve INSTALL_FAILED_CPU_ABI_INCOMPATIBLE on Genymotion, download following Zip files:
Arm Translation Installer
GApps
from this site http://forum.xda-developers.com/showthread.php?t=2528952
First drag&drop Arm Translation Installer zip file to virtual android machine
Press OK for the warning
Reboot virtual android machine
Drag&drop GApps to virtual android machine
(May took around 15 seconds to copy the files as GApps is around 350MB)
Reboot your virtual android machine.
Here you go, install your APK now!
Gapps for Lolipop download link:
http://downloadandroidrom.com/file/gapps/5.0/gapps-lp-20141109-signed.zip
Genymotion is supporting x86 only.
The error means that your apks does not support x86 architecture (probably only ARM).
You may be able to install it manually : http://forum.xda-developers.com/showthread.php?t=2528952

Fat binaries in iOS

Is it possible yet to build 32bit and 64bit 'fat' binaries for iOS? My understanding was that this was coming down the line but I can't see an obvious way to do it in the latest update to Xcode?
I want my application to run in 64bit mode on 5S and 32bit on 5 and below (obviously),
I did read the docs:
Applications can now target iOS 5.1.1 and later while building for 64-bit using the “Standard architecture (including 64-bit)” build setting. This produces an Archive for the App Store with a single binary containing both 32-bit and 64-bit components. During development and testing, you must build only 32-bit when targeting an iOS 5.1.1 device (this is the default in Xcode).
However this is not clear regarding if it's possible to build a 32 and 64bit fat binary with a target deployment of iOS 7
Thanks.
Yes, it's possible. Make sure that you turn off "Build for Active Architecture Only" first. Doing this in XCode 5 and using Standard Architecture will produce a binary with armv7 and armv7s code, so adding 64bit support should do the same.
If you have any third party libraries, be sure to check for updates that support the new devices.

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