Android build fails (Native Libs?)

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Det

Hi there out there,
I just obtained my license key and tried to have my very first GLBasic build done.

This is my odyssey of building a android app from the GLBasic Game I wrote. Not that much of a game, merely a background and a sprite...
To shorten it up: It seems to me that my native-libs are not referenced correctly when running the build under adt (eclipse).
It tried out a lot of thinks (read it if you dare, I stuffed it to the attachment), but now I'm stuck and would be _really_ glad if someone could help me out...

Thanks in advance
Det
Adopt, adapt and improve

MrTAToad

#1
No other IDE apart from GLBasic is needed to compile for Android.

You need the Java SDK (32 not) and the Android SDK.  After that you need to add asystem variable (JAVA_HOME), and compile in GLBasic.

You might be interested in this :


Det

I'd really prefer my eclipse, and after building an android project there in fact is a importable eclipse project, so why not use it? My goal is do integrate GLBasic stuff to larger projects (and these are done under eclipse, I won't discuss the benefits of eclipse vs GLBasic here).
So, sorry, no: that's not the answer  :|
Adopt, adapt and improve

Det

OK, for those of you who are interested:
I finally fixed it: The problem was with the package-name: JNI has its own naming conventions: The native method name is prefixed by the packagename. As soon as I changed the packagename so that the package directive in the class matched to package that contained my sources I was mistaken. I should have renamed the package instead.
What I've learned is: My package for Activities coming from GLBasic has to be org.lisdl.app (whereever this comes from) and _not_ com.glbasic.test.

Ok, I'm back, stay tuned :) 
Adopt, adapt and improve

MrTAToad

Very surprisinging.  I would have thought that the reverse naming convention would be used by that.