AndroidLauncher | A fantastic Launcher for android;一个效果很华丽的仿桌面APP,胜似Launcher。 | Android library
kandi X-RAY | AndroidLauncher Summary
kandi X-RAY | AndroidLauncher Summary
A fantastic Launcher for android;一个效果很华丽的仿桌面APP,胜似Launcher。 如果你有好的实现或者功能扩展,请提交Pull Request。如果你有好的想法,请在我的微信公众账号留言,我来实现你的想法。 微信公众账号:Android干货分享(ID:android_share) 技术交流QQ群:318588906,欢迎大家加群,共同探讨下Android和Java技术.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- Dispatch touch event
- On drag
- Shows the edit view
- Move to a position
- Initializes the activity
- Initialize view
- On back pressed
- Get all move items
- Add item to view
- Get the height of the view
- Retrieves the index of the given view
- Region View
- Clear the cache
- Called when the view is updated
- Initialize view
- Region > measure
- Removes a view
AndroidLauncher Key Features
AndroidLauncher Examples and Code Snippets
Community Discussions
Trending Discussions on AndroidLauncher
QUESTION
I'm facing a problem with an http request done in HTTP.java
.
On desktop all works fine (that request is not performed because it's necessary only on Android).
In Android all works without that http request.
After that that http request is made, all others fail after timeout with UnknownHostException error, as if they no longer have access to the internet connection, even if it is active. Also after minutes and after the onResume all http requests fail. Although the app cannot get an http response, the AdMob ad appears in my App, so I think that probably the connection works (or does the AdMob library cache some ads and show them when needed?).
Often, in these cases sometimes it works again:
- uninstalling and reinstalling the App from Android Studio
- closing the App, waiting some minutes and reopening it
- clearing App data from the device
- waiting an undefined amount of time
❗ After several attempts I discovered that as soon as the problem occurs, almost every time, if I activate the airplane mode and then disable it, the data connection is deactivated and then reactivated, and the App can immediately execute all subsequent http requests without having to do anything else on your device and without even having to reopen the application.
- tested with wifi on a 1GB fibra network: same error
- I checked the connection: it is stable, in wifi and also with SIM
- in the manifest there is the permission for using internet (otherwise it would never have worked)
- at the same time, the same App on desktop works perfectly and at the best speed, receiving http responses in less than 1 second, so the server isn't the problem
- I tested also with the url https://www.google.it: same error, the same url is reachable in the device via browser in less than 1 second
- as in the line
.timeout(10000)
I'm using a timeout of 10 seconds, the server has timeout set to 60 seconds - checked the server SSL "quality" at https://www.ssllabs.com/ssltest: got "A" in "Overall Rating"
- done the SIM "reboot" directly with a Vodafone operator
I'm testing on a real device with a flat 4G connection and with wifi, with "NetGuard - no-root firewall" VPN App installed.
This VPN works very well with all the other apps and probably mine too, but I can't rule out that it's the problem, although I hardly think it is (I use it since years without problems).
There is something wrong in my code? Or at least, how can I know the exact cause of this error?
Thanks.
AndroidLauncher.java:
...ANSWER
Answered 2021-Mar-02 at 03:51That error maybe relate to VPN connect, please close the application, off VNP if it was connected, re-connect to VPN and restart you application.
In all case, you must be connect the VPN before open the application.
QUESTION
I am trying to publish an android app that includes a libgdx minigame, it works fine after appliying R8 (minifyEnabled true) in debug mode, but when I do it in release mode and publish it in the Play Store, the app crashes when I press the button that opens the libgdx game. I use Android Studio version 4.0
I have tryed several times with different R8 rules, but none of them works when on production.
My code in the Android Module:
build.gradle(:android)
...ANSWER
Answered 2020-Aug-12 at 07:04There is an issue for this exact problem on the issue tracker. Either you update to libgdx 1.9.11, or you should disable R8 until you do. You can use Proguard instead.
QUESTION
I'm trying to change the application icon for a libGDX Project, which I use to develop games. They give a sample ic_launcher.png
file to use for setting the app icon, and I'm trying to change it to a different png file. I have specified everything for mdpi, hdpi, xhdpi, xxhdpi, and xxxhdpi, and also an anydpi, but in the AndroidManifest.xml
, when I want to change the icon to @drawable/my_launcher
, it says that it's an invalid symbol. I have even specified the same lengths and widths as the ic_launcher.png
provided. Here is the AndroidManifest.xml
file.
ANSWER
Answered 2020-Jul-15 at 19:11You shouldn't need to change any code. The android\res
folder has folders with icons for different resolutions. You can simply overwrite the ic_launcher.png file in each of those folders with your own custom image (make sure you match the sizes of the existing images in each folder). That's how I've done it and it works great.
QUESTION
If I try to upgrade to the latest Kotlin version in my Gradle project, I get the following error building my Android subproject:
...ANSWER
Answered 2019-Jun-25 at 10:30This behavior is the result of the recently fixed problem https://youtrack.jetbrains.com/issue/KT-19227. Previously, some built-in declarations like kotlin.Unit
were loaded from the compiler internals when the compiled module didn't have a dependency on the Kotlin stdlib. Currently such a situation causes the build to fail, which is a less surprising behavior.
To make your project compile again, add the implementation(kotlin("stdlib"))
dependency in your android
subproject.
QUESTION
I'm stuck trying to add Google Play and then release my app on the Play Store. I made it in LibGDX by implementing the Screen class and now all of a sudden the Google guides are trying to make me create layout.xml and add loads of new stuff into my app simply to get a silly "sign-in" button.
The Google documentation on this subject is almost impossible to follow with a LibGDX project, and there is not much help on the LibGDX community forum.
This cannot be that difficult, I have obviously missed something simple! I believe that I have the GoogleApiClient and my own interface set up OK, and I have an instance of GoogleApiClient inside all of my classes that need it now, without errors.
The error comes when I try to make the stupid layout and have this at the beginning of my app (IE. I tried to create a simple layout.xml that just has the Sign-In button only, once the player clicks sign-in the app would start by calling "initialize..." inside the LibGDX Android Launcher as usual.
Currently I get this error:
...ANSWER
Answered 2017-Feb-09 at 20:56Hopefully you are using Intellij or Android Studio.
If yes integrate BaseGameUtils in your project
QUESTION
i'm trying to add a login with Google on my game. To do that i decide to use FirebaseUI (https://github.com/firebase/FirebaseUI-Android). But i'm having problems to sync my Gradle file. i'm reciving the error: Error:Failed to resolve: com.firebaseui:firebase-ui-auth:1.2.0
here is my build.gradle (Project)
...ANSWER
Answered 2017-Jun-01 at 04:14Add In your app/build.gradle
file add a dependency on one of the libraries.
QUESTION
After updating all of the libraries in my LibGDX project I’m getting an error that says
“Cause duplicate entry
META-INFMANIFEST.MF
”
when adding in the Appodeal SDK. When I click on the source of the error “:android:javaPreCompileDebug
” I get an error message that is insanely long, but I included part of it below.
I have migrated my project to AndroidX, all the libraries are up to date (unless I missed something) and I have done "Build > Clean Project" in Android Studio. I have had Appodeal working before in another project using an older version of LibGDX but I just created a new LibGDX project using the latest version and then went through making sure all of the libraries I’m using are up to date. Appodeal is the last thing I have to add to this project. The problem line is
...ANSWER
Answered 2019-Nov-16 at 18:26This might be a more longterm fix if you are willing to support only down to sdk 21.
add this to gradle.properties
QUESTION
I am trying to build libGDX project for Android via Gradle. I get following error: Could not find org.jetbrains.trove4j: trove4j: 20160824.
I have tried every combination of:
...ANSWER
Answered 2018-Nov-21 at 18:11Problem was asociated with mavenCentral() and mavenLocal().
Now allproject and buildfile closures in root buildfile look like this:
QUESTION
I'm learning/developing an Android/Kotlin/Ktx game that will need a live speech recognizer from cmusphinx.
Now I'm struggling to check permissions at runtime. I already coded an interface from core to android.
The log gives me this error when executing the 'setupPermissions' function (code below):
...ANSWER
Answered 2019-Oct-24 at 17:23You should never be instantiating an Activity or Context yourself. Android provides you with the Context. If you simply instantiate an Activity, it is a useless object and certainly does not have the context of your application with the OS.
Your interface implementation will need a reference to the actual Activity like this:
QUESTION
I am using libgdx inside an android app as fragment and this is how my project structure looks like:
What i am trying to do is call module "app" classes from module "my-gdx-game-core" So that i can communicate between libGDX game and android app.
By the way i can call my-gdx-game-android
from app
and my-gdx-game-core
from my-gdx-game-android.
So that i can start game inside android fragment.
Eventhough i added app as dependency to my-gdx-game-core its not seen.Gradle sync is succesfull but i just cant access classes for some reason.Also if i right click "my-gdx-game-core" module and check dependencys from android studio i can see app there.
build.gradle for Project:LibGDXInAndroidKotlin:
...ANSWER
Answered 2019-Sep-24 at 13:21You have a cyclical relationship there...two different modules that are dependent on each other. I don't think that will work.
LibGDX projects are typically set up with a core module that is platform independent, and then android and desktop modules that depend on the the core. This allows you to very rapidly iterate on the desktop without having to compile and install Android builds over and over through most of your development process.
If you truly don't care about the benefits of being able to test on your computer, you don't need a core module at all. You would just put everything into Android. What you're trying to do now effectively defeats the purpose of having a separate core module.
However, I would recommend keeping them separate, in case you ever change your mind or decide to port to other platforms like iOS.
If you need to call android specific code from core
, you don't need to depend on the android
module. You can create an interface that is passed to your game constructor. For example, if you want to display an Android Toast, you could make an interface like this in core
:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install AndroidLauncher
You can use AndroidLauncher like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the AndroidLauncher component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page