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Main forum => GLBasic - en => Topic started by: nabz32 on 2016-May-12

Title: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
Well, I tried to compile for android, but I get errors:

Code (glbasic) Select

_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:ea2d5b8f - 3D, NET
Wordcount:21984 commands
compile+link:

running glb_build.bat
Using ANDROID_TARGET="android-22"
You can use "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-22, Android 5.1 (Lollipop
ECHO ist ausgeschaltet (OFF).
androidmanifest.xml:
Make sure to check do a manual check for those.
android:minSdkVersion="10" android:targetSdkVersion="22"
ECHO ist ausgeschaltet (OFF).

AndroidIcons.exe [v21-3-2015] running...
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_36_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-ldpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_48_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-mdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_72_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_72_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-hdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_96_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xhdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_180_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xxhdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_192_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xxxhdpi/icon.png
C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_ouya_AndroidExtras.png is missing (732x412 size)
the Ouya icon is not important, if you dont want to support the console
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_ouya_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xhdpi/ouya_icon.png

Checked AdActivity (intersititals):
Does not uses a AdActivity

Android Extras version (SDLActivity.java):
* 2.11.2

Checking Icons Finished...

BUILD STAGE 2: Start compiler (android.bat)
SDK=Q:\Compiler\platform\android\bin\..\android-sdk-windows
Updated project.properties
Updated local.properties
Updated file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\build.xml
Updated file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\proguard-project.txt
Updated and renamed default.properties to project.properties
Updated local.properties
Added file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\build.xml
Added file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
Buildfile: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\build.xml

-set-mode-check:

-set-debug-files:

-check-env:
[checkenv] Android SDK Tools Revision 24.2.0
[checkenv] Installed at Q:\Compiler\platform\android\android-sdk-windows

-setup:
     [echo] Project Name: glbasic
  [gettype] Project Type: Application

-set-debug-mode:

-debug-obfuscation-check:

-pre-build:

-build-setup:
[getbuildtools] Using latest Build Tools: 21.1.2
     [echo] Resolving Build Target for glbasic...
[gettarget] Project Target:   Android 5.1.1
[gettarget] API level:        22
     [echo] ----------
     [echo] Creating output directories if needed...
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\rsObj
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\rsLibs
     [echo] ----------
     [echo] Resolving Dependencies for glbasic...
[dependency] Library dependencies:
[dependency] No Libraries
[dependency]
[dependency] ------------------
     [echo] ----------
     [echo] Building Libraries with 'debug'...
   [subant] No sub-builds to iterate on

-code-gen:
[mergemanifest] Found Deleted Target File
[mergemanifest] Merging AndroidManifest files into one.
[mergemanifest] Manifest merger disabled. Using project manifest only.
     [echo] Handling aidl files...
     [aidl] No AIDL files to compile.
     [echo] ----------
     [echo] Handling RenderScript files...
     [echo] ----------
     [echo] Handling Resources...
     [aapt] Found Deleted Target File
     [aapt] Generating resource IDs...
     [echo] ----------
     [echo] Handling BuildConfig class...
[buildconfig] Generating BuildConfig class.

-pre-compile:

-compile:
    [javac] Compiling 30 source files to C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\classes
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\gen\com\.reggieworld\R.java:8: error: illegal '.'
    [javac] package com..reggieworld;
    [javac]             ^
    [javac] C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\gen\com\reggieworld\BuildConfig.java:2: error: illegal '.'
    [javac] package com..reggieworld;
    [javac]             ^
    [javac] 2 errors
    [javac] 3 warnings

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:720: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:734: Compile failed; see the compiler error output for details.

Total time: 6 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\gen\com\.reggieworld\R.java:8: error: illegal '.'
    [javac] package com..reggieworld;
    [javac]             ^
    [javac] C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\gen\com\reggieworld\BuildConfig.java:2: error: illegal '.'
    [javac] package com..reggieworld;
    [javac]             ^
    [javac] 2 errors
    [javac] 3 warnings

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:720: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:734: Compile failed; see the compiler error output for details.

Total time: 1 second
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android"
.
Android=C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android
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_______________________________________
*** Fertig ***
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Could it be, that there a problems when usìng java 64bit SDK?

Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-12
32bit java should been go.

also there is a issue in androidmanifest.com

com..reggieworld is illigal.

you should using something like com.nabz32.reggieworld (line 3).

Etc a company name are missing.

This might have been created illigal R.Java with the same issue (which means you should delete reggieWorldMRewrite\distribute and try again after the fix.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
thx Spacefractal, I try this.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
Now I only get the 3 warnings I got before, but no errors anymore.

Do I need to sign the apk or can I just copy the release .apk over to my phone and test it?

Title: Re: android compile errors, where to start?
Post by: Ian Price on 2016-May-12
For testing you don't need to sign the .apk
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
I could install the glbasic debug apk,
but it wont load any media. Can I just go to the media directory ( setcurrentdir("media") ) on Android?
Title: Re: android compile errors, where to start?
Post by: Ian Price on 2016-May-12
You can, but it's not always successful on certain devices with stock GLB. My devices work OK with stock GLB however.

Android Extras guarantees that your media will load, no matter what device you are using.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
So I should use the bundled loadspriteZ etc. functions provided in Android extras instead?
The only thing they seem to do is checking for the existance of the directory and checking the Android memory, which will result in a removal of the file from memory, if memory usage is greater than 100mB.

There are also functions for playsound and music integrated, are those mandatory for android to play sound / music or are they just recommended?

Btw. Thanks for the insights Ian
Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-12
Those z functions is no longer needed for newer Android Extras as I'm integrated those in glbasic source it's self.

You should use  SETCURRENTDIR$("Media") and keep it. If you want to use subdirectory and want to scan it, you might need to do a DOESFILEEXISTS() as well DOESDIREXISTS() first.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
hmm looks like my proble is with subdirectories then. As i kept the Media directory with setcurrentdir("Media") and media$ = getcurrentdir$(),
I will try it now by adding the proper checks ( DOESFILEEXISTS() as well DOESDIREXISTS() ) before loading files or accessing directories.
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-12
Your problem is probably directory names, use the full name.
glbasic-debug.apk installs fine on my android.
You just need to set the device to accept non-signed apk (apk out of google play) and probably set it to dev mode.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
one dumb question, is it "ANDROID" which is returned by platforminfo$("") on android or is it "SMARTPHONE"?

Edit: Even when using the full filepath, it still won´t load any media files,,
my phone seems to install the game, but there is nothing inside the "files" folder in the package folder.

Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-12
Did you check the non-signed thing on your phone? and probably the DEVELOPER options?
Did you use asset´s full names? like:    LOADANIM "Media/PLAYERS.bmp"      ,0,76,42      ;// Players
Drop the set directory and use it like that.

edit: I made a few android examples around the forum which are unsigned apks with media files...maybe check one of those just to make sure. Maybe it could be something else.
Title: Re: android compile errors, where to start?
Post by: Ian Price on 2016-May-12
Android is case sensitive. Ensure that ALL media is portrayed EXACTLY as the code states and expects. Ensure that the format of each file is correct too (sensitivity-wise) - eg ".bmp" and ".BMP" are not the same on Android. They don't matter in Windows or Pandora, but they do on Android.
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-12
Look into this thread:
http://www.glbasic.com/forum/index.php?topic=9834.15

Go down till a post that starts with:
"FINALLY, here is a zipped APK."

Install that, it should load and display its one image.
ANDROTEST.zip

edit:keep in mind that code is for <v14...the latest handles that way better, but the apk should still work fine.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
hmm are there some problems with .bmp files?
Because a .png fnt base texture used in my vector print loaded correctly.
I completly deleted every setcurrentdir() and replaced it with absolute paths for loadsprite, loadobj etc.


The AndroTest.apk ran fine.
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-12
If that apk ran fine, then your problems are the paths.

I´m currently only loading BMP888 as it takes easy on the performance but I was using PNG 32bits (with alpha) before and it worked fine, it is just that having many going around was actually hogging it on the Caanoo. Android should have no problems.

I´m glad things are working now for you. :good:

edit: re-read your post...no, never had any problems with BMP on android. Check when you generate the file what kind of settings you are using.
edit2: non standard bmps may not load, color spaces that are not RGB neither. If such is not working, post the bmp file and I will check it out myself.
Title: Re: android compile errors, where to start?
Post by: Ian Price on 2016-May-12
Quotehmm are there some problems with .bmp files?
No, there aren't problems with .BMP files par se - just ensure that the case matches the code.

EG
Code (glbasic) Select

LOADSPRITE "FRED.BMP" // NOTICE ALL CAPITAL LETTERS


If you BMP file is called "fred.BMP" or "fred. bmp" or even "FRED.bmp" it won't be found on Android as the name and format don't match what was in your code. Check that every single piece of media is case-correct.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-12
thx for helping me on this erico and Ian,

I attached a .bmp that wont load on android,
Here is the code I used to load it ( works under win32 )
Code (glbasic) Select
IF DOESFILEEXIST( Media$ + "intro" + "/presents.bmp" ) THEN LOADSPRITE Media$ + "intro" + "/presents.bmp", 1

I checked the character cases for all filenames again and there is no mismatch, i strictly keep to camel writing style for file names with file endings which are all small letters.

Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-13
The only thing I see in your bmp is that it is an indexed one instead of RBG.
I thought those would load ok, I will have to test it out.

I´m sure RGB works fine but will increase your media size 3x.
This one should work. But I will check the indexed anyways.
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-13
It must be the indexed thing...I tried a quick example on compiling to PC and it doesn´t load it, let alone android.
I´m running GLB 14 latest by the way.

You said it works fine for you on pc...which GLB version are you running?
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
I used v14.006,

Your version of the .bmp also won´t load for me on android, but on Win32 it works.

Seems to be something else going on.

By the way, how can the package name be changed, or the android manifest.xml,
everytime it names the package "com.company.title".
Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-13
Don't change the manifest in the bin folder (it's automatically created by compiler), only in the main one.

I'm checking out tomorrow what happens.

Also make sure spelling is correct. It's letters is 100% correct as Ian said. It's often that problem. BMP is not the same as bmp. Typical issues when some fishing.

Also which device is it?
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-13
Quote from: nabz32 on 2016-May-13
I used v14.006,
Your version of the .bmp also won´t load for me on android, but on Win32 it works.
Seems to be something else going on.
...

I doubt...are you sure you are not trying to display a black letter over a black background?
All my games and tests on android are using BMP as I sent you, it all works on the latest GLB (v14.106)

I tried my BMP on pc and it worked fine, will compile Space Fractal´s android scale routine now just to prove....hang on, we will find out.
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-13
It works fine on android here.
I painted the letters white so it shows over a black background.
Here a picture and the APK so you can check it out.

edit: changed the picture...no need to waste MBs on the server when 60KB may do. ::)
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
I See the polyvector which should use this Texture over
The White background without its Texture of course.
I tried this on My galaxy s5 neo.

Also how did you get v14.106, was there another update?
Title: Re: android compile errors, where to start?
Post by: Ian Price on 2016-May-13
V14.106 is the current version. Do an internet update if you are using V14.xx and behind.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
I tried the update, but now it says it cant find the JDK in the folder I installed it and set the environment variable JAVA_HOME to.
Why did it work with 14.006 and with 14.106 there are troubles, have I used a wrong JDK again?

Edit:
Seems like swt.jar and tools.jar could not be found

Edit: Reinstalled the jdk and it compiles again, however the issues mentioned still remain.
The app can also not load any of my custom data files.

Here is the compiler output for my latest try:
Code (glbasic) Select

_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:ea2d5b8f - 3D, NET
Wordcount:21778 commands
compile+link:

running glb_build.bat
Using ANDROID_TARGET="android-22"
You can use "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-22, Android 5.1 (Lollipop
ECHO ist ausgeschaltet (OFF).
androidmanifest.xml:
Make sure to check do a manual check for those.
android:minSdkVersion="10" android:targetSdkVersion="22"
ECHO ist ausgeschaltet (OFF).

AndroidIcons.exe [v21-3-2015] running...
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_36_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-ldpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_48_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-mdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_72_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_72_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-hdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_96_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xhdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_180_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xxhdpi/icon.png
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_192_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xxxhdpi/icon.png
C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_ouya_AndroidExtras.png is missing (732x412 size)
the Ouya icon is not important, if you dont want to support the console
copy C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/icon_ouya_AndroidExtras.png to C:/Users/Nabz/Desktop/GLBasicProjects/GLBasic/reggieWorldMRewrite/distribute/Android/res/drawable-xhdpi/ouya_icon.png

Checked AdActivity (intersititals):
Does not uses a AdActivity

Android Extras version (SDLActivity.java):
* 2.11.2

Checking Icons Finished...

BUILD STAGE 2: Start compiler (android.bat)
SDK=Q:\Compiler\platform\android\bin\..\android-sdk-windows
Updated and renamed default.properties to project.properties
Updated local.properties
Added file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\build.xml
Added file C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
Buildfile: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\build.xml

-set-mode-check:

-set-debug-files:

-check-env:
[checkenv] Android SDK Tools Revision 24.2.0
[checkenv] Installed at Q:\Compiler\platform\android\android-sdk-windows

-setup:
     [echo] Project Name: glbasic
  [gettype] Project Type: Application

-set-debug-mode:

-debug-obfuscation-check:

-pre-build:

-build-setup:
[getbuildtools] Using latest Build Tools: 21.1.2
     [echo] Resolving Build Target for glbasic...
[gettarget] Project Target:   Android 5.1.1
[gettarget] API level:        22
     [echo] ----------
     [echo] Creating output directories if needed...
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\rsObj
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\rsLibs
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\gen
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\classes
    [mkdir] Created dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\dexedLibs
     [echo] ----------
     [echo] Resolving Dependencies for glbasic...
[dependency] Library dependencies:
[dependency] No Libraries
[dependency]
[dependency] ------------------
     [echo] ----------
     [echo] Building Libraries with 'debug'...
   [subant] No sub-builds to iterate on

-code-gen:
[mergemanifest] Merging AndroidManifest files into one.
[mergemanifest] Manifest merger disabled. Using project manifest only.
     [echo] Handling aidl files...
     [aidl] No AIDL files to compile.
     [echo] ----------
     [echo] Handling RenderScript files...
     [echo] ----------
     [echo] Handling Resources...
     [aapt] Generating resource IDs...
     [echo] ----------
     [echo] Handling BuildConfig class...
[buildconfig] Generating BuildConfig class.

-pre-compile:

-compile:
    [javac] Compiling 30 source files to C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\classes
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.
    [javac] 3 warnings

-post-compile:

-obfuscate:

-dex:
      [dex] input: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\classes
      [dex] input: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\android-support-v4.jar
      [dex] input: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\gson-2.2.2.jar
      [dex] input: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\ouya-sdk.jar
      [dex] input: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\openiab-0.9.7.2.jar
      [dex] Pre-Dexing C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\android-support-v4.jar -> android-support-v4-e0fd37f16ff9693cd3896275a69c037e.jar
      [dex] Pre-Dexing C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\gson-2.2.2.jar -> gson-2.2.2-680b0097dfd29297c69eca6a74c10765.jar
      [dex] Pre-Dexing C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\ouya-sdk.jar -> ouya-sdk-2c0ebe48beee0587e938368821ac53db.jar
      [dex] Pre-Dexing C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\libs\openiab-0.9.7.2.jar -> openiab-0.9.7.2-3ec96a24e5e1aa37ead58fedfa2bc827.jar
      [dex] Converting compiled files and external libraries into C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\classes.dex...
       [dx] Merged dex A (67 defs/114.1KiB) with dex B (371 defs/436.8KiB). Result is 438 defs/673.3KiB. Took 0.2s
       [dx] Merged dex A (438 defs/673.3KiB) with dex B (155 defs/153.0KiB). Result is 593 defs/1060.0KiB. Took 0.2s
       [dx] Merged dex A (593 defs/1060.0KiB) with dex B (204 defs/181.7KiB). Result is 797 defs/1684.0KiB. Took 0.1s
       [dx] Result compacted from 2685.8KiB to 1022.1KiB to save 1663.6KiB
       [dx] Merged dex A (797 defs/1684.0KiB) with dex B (169 defs/183.0KiB). Result is 966 defs/1022.1KiB. Took 0.2s

-crunch:
   [crunch] Crunching PNG Files in source dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res
   [crunch] To destination dir: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-hdpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-hdpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-hdpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-ldpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-ldpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-ldpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-mdpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-mdpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-mdpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-xhdpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xhdpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xhdpi\icon.png: 68% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-xhdpi\ouya_icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xhdpi\ouya_icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xhdpi\ouya_icon.png: 73% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-xxhdpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xxhdpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xxhdpi\icon.png: 78% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable-xxxhdpi\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xxxhdpi\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable-xxxhdpi\icon.png: 94% size of source)
   [crunch] Processing image to cache: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\res\drawable\icon.png => C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable\icon.png
   [crunch]   (processed image to cache entry C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\res\drawable\icon.png: 0% size of source)
   [crunch] Crunched 8 PNG files to update cache

-package-resources:
     [aapt] Creating full resource package...
     [aapt] Warning: AndroidManifest.xml already defines debuggable (in http://schemas.android.com/apk/res/android); using existing value in manifest.

-package:
[apkbuilder] Current build type is different than previous build: forced apkbuilder run.
[apkbuilder] Creating glbasic-debug-unaligned.apk and signing it with a debug key...

-post-package:

-do-debug:
[zipalign] Running zip align on final apk...
     [echo] Debug Package: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\glbasic-debug.apk
[propertyfile] Creating new property file: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\build.prop
[propertyfile] Updating property file: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\build.prop
[propertyfile] Updating property file: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\build.prop
[propertyfile] Updating property file: C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android\bin\build.prop

-post-build:

debug:

BUILD SUCCESSFUL
Total time: 27 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.
    [javac] 3 warnings

BUILD SUCCESSFUL
Total time: 14 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android"
.
Android=C:\Users\Nabz\Desktop\GLBasicProjects\GLBasic\reggieWorldMRewrite\distribute\Android
erfolgreich
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Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-13
Which kind of data? If you scan a dir, a DOESDIREXISTS is required before doing that.

If it's still fails, create that dir (CREATEDIR) first in the startup or your code to make sure they do exists.

Glbasic can not seen files in Apk and require copy to the Internenal memory first. This might fail with costume none graphics files. Here make sure the directory exists by creating them.

Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
For testing purposes I copied all my media to the android documents folder
and made the game use the writable folder for everything.

Now all assets are loaded, however the z-Buffer seems to be broken somehow.
Also it tends to run slower than on the Pandora.
Edit: The slowness resulted due to me accidentally setting the texture quality to high instead of low.
Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-13
as im a aware im do heard about the z buffer issue before for Android.

Also make sure the game can been installable, and not try to manual copy to document folder etc, which might fail for various devices.

For save data, example you should use APPDATA and not DOCUMENT (which is often is download folder, which might not been writerable on some android devices).

Can you send me a example why its dosent work (not the whole game, but just a example).
Title: Re: android compile errors, where to start?
Post by: erico on 2016-May-13
It seems you have a very strange case, if it wasen´t the bmp, then maybe it is your jdk?
I´m running v7 32bits, this one: jdk1.7.0_79

Bmp works on my end but I haven´t tested polyvectors with it, maybe there is something there.

Title: Re: android compile errors, where to start?
Post by: kanonet on 2016-May-13
IIRC strange behaviour could be fixed by simply inverting cullmode. At least this was a bug years ago, when I tested android for the last time. Dunno if it ever got fixed, so simply try it.
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
The polyvector and everything draws fine.
The Problem is the zbuffer as i can clearly see, because Pixel draw above other objects who are nearer to the camera.
If i could take a Screenshot some how you could clearly See it too.
Maybe my Phone just has bad Video drivers Installed.

Edit: i Used jdk 1.82 or so i think definitly not the one you used erico
Title: Re: android compile errors, where to start?
Post by: spacefractal on 2016-May-13
Im even still mostly use v12, but do testing under v14. Im do cant do anything what happens with the images without example (im only need the loading part).
Title: Re: android compile errors, where to start?
Post by: nabz32 on 2016-May-13
I am not at home anymore today,
I will send you the Loading part then SF thx
For having a look into this in advance