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Main forum => GLBasic - en => Topic started by: MrPlow on 2015-Jan-09

Title: Compile error from app that used old AE
Post by: MrPlow on 2015-Jan-09
Any idea why I am getting these Ouya errors for compiling with the more recent AE for

Code (glbasic) Select

-compile:
    [javac] Compiling 30 source files to C:\Users\gary\Documents\GL_PROJECTS\GLBasic\RotatePong_2\distribute\Android\bin\classes
    [javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\RotatePong_2\distribute\Android\src\com\glbasic\test\SDLActivity.java:293: error: method init in class OuyaFacade cannot be applied to given types;
    [javac] shop.mOuyaFacade.init(shop.context, OUYA_PUBLIC_KEY);
    [javac]                 ^
    [javac]   required: Context,Bundle
    [javac]   found: Context,String
    [javac]   reason: actual argument String cannot be converted to Bundle by method invocation conversion
    [javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\RotatePong_2\distribute\Android\src\com\glbasic\test\Shop.java:219: error: method requestProductList in class OuyaFacade cannot be applied to given types;
    [javac] mOuyaFacade.requestProductList(PRODUCT_ID_LIST, productListListener);
Title: Re: Compile error from app that used old AE
Post by: MrPlow on 2015-Jan-09
Nevermind - got it sorted after I replaced all the 'libs' in project.
8)
Title: Re: Compile error from app that used old AE
Post by: spacefractal on 2015-Jan-09
Do not remove the Ouya bits even you not using it. The OUYA sdk is property missing or not replaced correctly. The code do checks if you running on ouya or not, but sdk still required for that check.

I'm do hopefully I'm a day can add a new platform to the ide.

Title: Re: Compile error from app that used old AE
Post by: MrPlow on 2015-Jan-09
So I should leave in the ouya strings.xml and manifest sections?