Your android games don't work for me. They just crash before anything is loaded. More specifically goes to a black screen for half a second and then just exist to the home screen without any error) and the programs keep running in the background.
IDK if you tried them out already but I am guessing the games works on some things but not others. I do a little bit of android coding so I am going to toss out some possible problems I know of.
(resources) In the standard android SDK at least, the image resources can scale up to devices with larger or more detailed screens but they can't scale down. They just look for a smaller xml profile and if it is not there it just crashes. So people have different versions of xml display files with set names or resource folders like drawable-hdpi, so android just picks the right one. But if you make all those choices yourself with appcake you probably need to use some of the methods to find the characteristics of the android that is running it. I am not sure but I think a fast phone could scale down resources to fit from a tablet sized display, with really big buttons being resized to fit, provided it was not actually told the profile was for tablets. It is just if it sees something labeled as drawable-xhdpi it will not try to run it if the tablet is hdpi it will look for hdpi and if it does not see it it will look for mdpi and so on and if finds nothing it will just crash. So it is a runtime error that would only show up on an unsupported resolution/screen size.
(sample rate) If you play a sound in the android emulator it needs to be sample rate 8000 only but not all phones or tablets support that. 44100 is apparently always supported. It is in the specification for what constitutes an android device apparently. Something like that anyway.
(android version) I also wonder if my version of android is not supported. I am running non-rooted 4.0 android. An Acer Iconia Tab a100.
(manifest) I notice your app needs no special permissions, or any permissions at all. Which is really rare and that is cool but I think you still need a manifest file that lists the activities in it but IDK you are running appcake and I don't understand that but I think even native code applications need a manifest file. Does an appcake game still have activities? I would think it needs them.
You probably know this better than I do but for anyone else reading that is interested- The OS basically calls the different stages of the lifecycle. So when it is launched it calls OnCreat(only when first launched), then OnStart(next), then OnResume(anything that should only be loaded and active when the game is running like playing music). On pause gets called with the app is minimized. Then on stop and then on destroy if the app is exited or crashes. Activities have some or all of these methods and every activity that exists, if it is run or not, needs to be in the manifest. I don't think other classes need to be in the manifest but I don't know.
This maybe should be in wetSpam but I don't know if you read that. Think of this as my request to get you apps working. I would like to try them. Besides that the openAL in appcake really intrests me. I am locked into just plain java android my current project where I am needing to write a lot of low level audio stuff myself and it is confusing esoteric shit. A lot of really elegant yet bizzar audio code (Just look at this stuff http://musicdsp.org/archive.php?classid=1)in c++ that needs to be turned into java code. So I would like to try out appcake soon and use a decent audio library for once.
Looking into your code I see you do have a manifest file but I did not understand all the notes you left. You said your code extends some activity. I know in later versions of android some classes were made final that were not early on. I forget where I cam across that info but it sounds like an annoying thing to look up. I guess you are just running Linux and don't have access to the handy dandy android emulator. I think there is some annoyingly convoluted way to install already compiled apps in the emulator for testing. I will try to work that out and see if I can find the conflict.
Anyway I thought of this because you said somewhere that your android phone is very old so maybe this is the most important conflict to look at.
yeah its only tested on the android devices I have to hand...
Send me logcat dump around the crash?
It probably says something useful, the pause is while it loads gfx files (I have no preloader yet) so it probably crashes the moment it has finished loading and tries to display anything.
If I could just get the .apk files from you it would be simpler. If you don't want to post a link here you could email me a link but sending attachemnts to the email I signed up this account with may not work. I am not sure I still have that email.
The way the emulator works is there is basicaly a large file for each version of android you want to test on, about 2 gigs in all that you need to download and I do have all of them that do not need special signup. Honestly I am not that familiar with using logcat but I know it does have that.
Don't use the emulator, its too slow and makes more sense to plug a device in. Even with tweaks and a custom x86 build its still kinda bad.
Just use adb (from the android sdk), if you have a phone connected via usb and debuging enabled (one of the options on the phone) you can run "adb logcat" and it will dump out android logs whilst the phone runs normally.
if you can get that working on your device and post logs around the crash I can probably work out what went wrong and fix it...
Anyway if you have any interest in android its probably worth having a play with getting adb working with your device.
Your android games don't work for me. They just crash before anything is loaded. More specifically goes to a black screen for half a second and then just exist to the home screen without any error) and the programs keep running in the background.
IDK if you tried them out already but I am guessing the games works on some things but not others. I do a little bit of android coding so I am going to toss out some possible problems I know of.
(resources) In the standard android SDK at least, the image resources can scale up to devices with larger or more detailed screens but they can't scale down. They just look for a smaller xml profile and if it is not there it just crashes. So people have different versions of xml display files with set names or resource folders like drawable-hdpi, so android just picks the right one. But if you make all those choices yourself with appcake you probably need to use some of the methods to find the characteristics of the android that is running it. I am not sure but I think a fast phone could scale down resources to fit from a tablet sized display, with really big buttons being resized to fit, provided it was not actually told the profile was for tablets. It is just if it sees something labeled as drawable-xhdpi it will not try to run it if the tablet is hdpi it will look for hdpi and if it does not see it it will look for mdpi and so on and if finds nothing it will just crash. So it is a runtime error that would only show up on an unsupported resolution/screen size.
(sample rate) If you play a sound in the android emulator it needs to be sample rate 8000 only but not all phones or tablets support that. 44100 is apparently always supported. It is in the specification for what constitutes an android device apparently. Something like that anyway.
(android version) I also wonder if my version of android is not supported. I am running non-rooted 4.0 android. An Acer Iconia Tab a100.
(manifest) I notice your app needs no special permissions, or any permissions at all. Which is really rare and that is cool but I think you still need a manifest file that lists the activities in it but IDK you are running appcake and I don't understand that but I think even native code applications need a manifest file. Does an appcake game still have activities? I would think it needs them.
You probably know this better than I do but for anyone else reading that is interested- The OS basically calls the different stages of the lifecycle. So when it is launched it calls OnCreat(only when first launched), then OnStart(next), then OnResume(anything that should only be loaded and active when the game is running like playing music). On pause gets called with the app is minimized. Then on stop and then on destroy if the app is exited or crashes. Activities have some or all of these methods and every activity that exists, if it is run or not, needs to be in the manifest. I don't think other classes need to be in the manifest but I don't know.
This maybe should be in wetSpam but I don't know if you read that. Think of this as my request to get you apps working. I would like to try them. Besides that the openAL in appcake really intrests me. I am locked into just plain java android my current project where I am needing to write a lot of low level audio stuff myself and it is confusing esoteric shit. A lot of really elegant yet bizzar audio code (Just look at this stuff http://musicdsp.org/archive.php?classid=1)in c++ that needs to be turned into java code. So I would like to try out appcake soon and use a decent audio library for once.
Anyway I thought of this because you said somewhere that your android phone is very old so maybe this is the most important conflict to look at.
Send me logcat dump around the crash?
It probably says something useful, the pause is while it loads gfx files (I have no preloader yet) so it probably crashes the moment it has finished loading and tries to display anything.
http://codekiem.com/2012/02/24/apk-downloader/
Or I would need to install a weird plugin for google Chrome that makes it look like I am an android on my pc, which may piss of google. Or I need to root my tablet which is kind of useful but I don't really want to bother with that. Root is not all that useful from what I remeber.
If I could just get the .apk files from you it would be simpler. If you don't want to post a link here you could email me a link but sending attachemnts to the email I signed up this account with may not work. I am not sure I still have that email.
The way the emulator works is there is basicaly a large file for each version of android you want to test on, about 2 gigs in all that you need to download and I do have all of them that do not need special signup. Honestly I am not that familiar with using logcat but I know it does have that.
Just use adb (from the android sdk), if you have a phone connected via usb and debuging enabled (one of the options on the phone) you can run "adb logcat" and it will dump out android logs whilst the phone runs normally.
if you can get that working on your device and post logs around the crash I can probably work out what went wrong and fix it...
Anyway if you have any interest in android its probably worth having a play with getting adb working with your device.