AndroidLauncher | A fantastic Launcher for android;一个效果很华丽的仿桌面APP,胜似Launcher。 | Android library

 by   JackCho Java Version: Current License: No License

kandi X-RAY | AndroidLauncher Summary

kandi X-RAY | AndroidLauncher Summary

AndroidLauncher is a Java library typically used in Mobile, Android applications. AndroidLauncher has no bugs, it has no vulnerabilities and it has low support. However AndroidLauncher build file is not available. You can download it from GitHub.

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.
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            kandi-support Support

              AndroidLauncher has a low active ecosystem.
              It has 129 star(s) with 71 fork(s). There are 22 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. On average issues are closed in 1382 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AndroidLauncher is current.

            kandi-Quality Quality

              AndroidLauncher has 0 bugs and 0 code smells.

            kandi-Security Security

              AndroidLauncher has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              AndroidLauncher code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              AndroidLauncher does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              AndroidLauncher releases are not available. You will need to build from source code and install.
              AndroidLauncher has no build file. You will be need to create the build yourself to build the component from source.
              AndroidLauncher saves you 716 person hours of effort in developing the same functionality from scratch.
              It has 1654 lines of code, 124 functions and 17 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed AndroidLauncher and discovered the below as its top functions. This is intended to give you an instant insight into AndroidLauncher implemented functionality, and help decide if they suit your requirements.
            • 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
            Get all kandi verified functions for this library.

            AndroidLauncher Key Features

            No Key Features are available at this moment for AndroidLauncher.

            AndroidLauncher Examples and Code Snippets

            No Code Snippets are available at this moment for AndroidLauncher.

            Community Discussions

            QUESTION

            HTTP request fails even if the connection is active
            Asked 2021-Mar-12 at 16:58

            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 03:51

            That 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.

            Source https://stackoverflow.com/questions/66303303

            QUESTION

            Which R8 rules are necessary to make an android app with a libgdx game work once published in the Google Play Store?
            Asked 2020-Aug-12 at 07:04

            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 07:04

            There 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.

            Source https://stackoverflow.com/questions/63361284

            QUESTION

            How to change application icon for a libgdx android project
            Asked 2020-Jul-15 at 19:57

            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 19:11

            You 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.

            Source https://stackoverflow.com/questions/62921743

            QUESTION

            Upgrade from Kotlin 1.3.31 -> 1.3.40 breaks Android build
            Asked 2020-Apr-05 at 06:07

            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 10:30

            This 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.

            Source https://stackoverflow.com/questions/56718118

            QUESTION

            LibGDX and the GoogleApiClient setup/integration (first time)
            Asked 2020-Feb-15 at 15:00

            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 20:56

            Hopefully you are using Intellij or Android Studio.

            If yes integrate BaseGameUtils in your project

            https://github.com/libgdx/libgdx/wiki/Google-Play-Game-Services-in-LibGDX#intellij-and-android-studio-setup

            Source https://stackoverflow.com/questions/42145671

            QUESTION

            Error:Failed to resolve: com.firebaseui:firebase-ui-auth:1.2.0 on libgdx build.gradle
            Asked 2019-Dec-13 at 08:20

            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 04:14

            Add In your app/build.gradle file add a dependency on one of the libraries.

            Source https://stackoverflow.com/questions/44298191

            QUESTION

            ERROR “duplicate entry: META-INF/MANIFEST.MF”
            Asked 2019-Nov-16 at 18:26

            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 18:26

            This might be a more longterm fix if you are willing to support only down to sdk 21.

            add this to gradle.properties

            Source https://stackoverflow.com/questions/58745742

            QUESTION

            Could not find org.jetbrains.trove4j: trove4j: 20160824
            Asked 2019-Nov-14 at 02:40

            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 18:11

            Problem was asociated with mavenCentral() and mavenLocal().

            Now allproject and buildfile closures in root buildfile look like this:

            Source https://stackoverflow.com/questions/53316022

            QUESTION

            How to Check Android Runtime Permissions/Get Android Current Activity from LibGdx Core Module?
            Asked 2019-Oct-24 at 17:23

            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 17:23

            You 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:

            Source https://stackoverflow.com/questions/58542813

            QUESTION

            Imported Dependency Module Classes are not seen LibGDX inside Android app
            Asked 2019-Sep-24 at 13:21

            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 13:21

            You 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:

            Source https://stackoverflow.com/questions/58052251

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install AndroidLauncher

            You can download it from GitHub.
            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 .

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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