dalvik | this is a fork of android dalvik | Plugin library
kandi X-RAY | dalvik Summary
kandi X-RAY | dalvik Summary
Much of the code under this directory originally came from the Apache Harmony project, and as such contains the standard Apache header comment. Some of the code was written originally for the Android project, and as such contains the standard Android header comment. Some files contain code from both projects. In these cases, the header comment is a combination of the other two, and the portions of the code from Harmony are identified as indicated in the comment.
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QUESTION
i have a problem. I cannot use OneSignal. I don't know why. I googled the error but nothing helped.
Currently i use Android Studio on Version: 4.2 The newest OneSignal Version: 4.3.4 And also the newest Firebase Version. I created a new Firebase Project and OneSignal Project.
This is the Error:
...ANSWER
Answered 2021-May-26 at 07:52The class com.google.firebase.iid.FirebaseInstanceId has been deprecated and removed from the latest versions of the aar:
QUESTION
I have a .aar including some native .so. Andrid project B implements this .aar like:
...ANSWER
Answered 2021-May-24 at 18:01The change that happened in 3.6.0 was that android:extractNativeLibs
default has changed:
The default value is "true" if extractNativeLibs is not configured in AndroidManifest.xml. However, when building your app using Android Gradle plugin 3.6.0 or higher, this property is reset to "false" if it is NOT configured in AndroidManifest.xml and minSdkVersion >= 23. If minSdkVersion < 23 and extractNativeLibs is explicitly set to "false" in AndroidManifest.xml, you must add the following to your app's build.gradle file:
QUESTION
I'm trying to integrate firebase_messaging package with my flutter app. Usually it works(version 7.0.3) fine with the code I'm using(see below) but since the null-safety version was released my code doesn't work anymore. I wonder if someone could help me to find out what I'm doing wrong?
Error causing code
...ANSWER
Answered 2021-May-16 at 09:45Solution
For some reason I had put the onBackgroundMessageHandler as a class method in my project. The problem were resolved by simply placing the method as a top-level function as it should be.
Before
QUESTION
I am trying to put an interstitial ad on one of the screens in my app. My banner ads work perfectly fine. However, whenever the app tries to load the ad, <_interstitial.load();>, it crashes.
Code with interstitial ad:
...ANSWER
Answered 2021-May-14 at 10:17I have solved it.
1.add com.google.android.gms:play-services-ads in android/app/build.gradle dependencies { ...
QUESTION
I was absolutely sure that C\C++ native code will run faster than Java code. And it is. My simple C/C++ benchmark (random arithmetic operations on int array) runs 5-7 times faster than the same Java code on an old tablet (Samsung Galaxy Tab E - Android 4.4.4 - Dalvik VM), but slower on recent devices with ART Prestigio K3 Muze (Android 8.1) & Samsung S21 Ultra (Android 11).
Why Android Runtime compiled code runs faster than native C/C++ code (Android NDK / JNI)?
Java code:
...ANSWER
Answered 2021-May-13 at 01:53How Android Runtime compile more efficient native code than CLang (Android NDK) C/C++ compiler?
The JIT compiler complements ART's current ahead-of-time (AOT) compiler and improves runtime performance.
Although JIT and AOT use the same compiler with a similar set of optimizations, the generated code might not be identical. JIT makes use of runtime type information can do better inlining and makes on stack replacement (OSR) compilation possible, all of which generate slightly different code.
Is there any performance advantage in writing native C/C++ code on recent Android OS versions?
Definitely yes for old Android devices. Old Android devices use Dalvik VM that interprets code. Java code will be 5-7 times slower than the same C/C++ code on Dalvik VM. But on ART, in most cases, Android Runtime profile-guided compilation generates much more efficient native code based on application execution statistics, but Java still ~30-35% slower than optimized C/C++ code on Android 8.1 and ~10-20% faster on Android 11.
https://source.android.com/devices/tech/dalvik/jit-compiler
Conclusion: In my humble opinion, there is no performance advantage in writing C/C++ code for recent Android devices (starting from v7.0 Nougat - ART VM), unless you're an experienced C/C++ developer and deeply understand CPU architecture, so you can do optimization much better than Android Runtime does.
Also, Android NDK (C/C++) is still the only way for Android Developers to:
- Port your native C/C++ code to Android.
- Use C/C++ game engines and libraries (like Vulkan or TensorFlow).
- Use platform-specific APIs not available in Android SDK.
QUESTION
I am working on a Xamarin.Forms Android Project that displays images one after another on a press of a button. My current test device is an HTC Nexus 9 and apparently, due to its limited specs, i get below error when trying to load my 17th image:
...ANSWER
Answered 2021-Apr-27 at 11:27For this, you can check document Improve Xamarin.Forms App Performance.
Specially part: Optimize image resources:
Displaying image resources can greatly increase an application's memory footprint. Therefore, they should only be created when required and should be released as soon as the application no longer requires them. For example, if an application is displaying an image by reading its data from a stream, ensure that stream is created only when it's required, and ensure that the stream is released when it's no longer required. This can be achieved by creating the stream when the page is created, or when the Page.Appearing event fires, and then disposing of the stream when the Page.Disappearing event fires.
When downloading an image for display with the ImageSource.FromUri method, cache the downloaded image by ensuring that the UriImageSource.CachingEnabled property is set to true
.
You can also try nuget Xamarin.FFImageLoading.Forms,which is a xamarin Library to load images quickly and easily on Xamarin.Forms. For more details,please check:https://github.com/luberda-molinet/FFImageLoading .
QUESTION
I created a java file with following content :
...ANSWER
Answered 2021-Apr-22 at 10:27Step 1 :
create src\com\XLR folder in your App Directory
there create the file BootReceiver.java with the following content :
QUESTION
I followed all the steps listed here: crashlytics NDK Android
I copy pasted this file into my project: crashlytics.h
I am calling it with the following:
...ANSWER
Answered 2021-Apr-13 at 16:46On C++ side (replace com_xxx_lib with your package id):
QUESTION
As per the tittle, I am unable to get the EGL14.eglGetCurrentContext()
inside an Android Java class. More precisely, the returned context is equal to EGL14.EGL_NO_CONTEXT
.
My interpretation is that the code is called from the main Unity thread yet the code is not able to get the OpenGL context.
Multithreaded rendering is disabled. The project is a Unity project exported to Android. This C# code calls the Java initSurface
method from an Update
function of a MonoBehavior
:
ANSWER
Answered 2021-Apr-13 at 11:18It was occurring because Unity was using Vulkan instead of OpenGLES all along. Disabling the Automatic Graphics API in the Player settings and dragging OpenGLES2 on top fixes the issue.
QUESTION
It seems that Ktor WebSocket cannot support Android Turkish locale. The below code is work well other than Turkish locale. It crash when I change device locale to Turkish (I checked 28 locale including Arabic) Even if I test it on various devices(SS smart phone, Custom device based on AOSP8), but it does not work with only have difference crash location.
Could you please let me know how to do it?
...ANSWER
Answered 2021-Apr-13 at 09:07It is resolved by upgrading ktor version to 1.3.2 or higher
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