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Problems building HelloWorld with EdgeLib 4.0


Problems building HelloWorld with EdgeLib 4.0

Postby ibisum » Aug 4, 2011 @ 9:43pm

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Re: Problems building HelloWorld with EdgeLib 4.0

Postby Dan East » Aug 6, 2011 @ 1:06am

I don't know anything about the edge library specifically, but I have got my 2Dex game engine running perfectly under Android. The simulator is the slowest I've ever seen for any platform - ever. If you have an actual device then you're better off debugging on it. It even deploys and launches several times faster than the simulator.

JNI_OnLoad is just the entry point in the library, equivalent to DllMain for Windows DLLs. Edge may not implement a JNI_OnLoad, in which case the fact that it is missing would be expected. However if it does implement the function then you have a build issue in which some sources are not being compiled and linked.

It sounds like a C++ function in the .so is trying to call back into Java (via JNI), and the JNI environment or class object that is being passed is invalid.
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby ibisum » Aug 8, 2011 @ 11:34am

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Re: Problems building HelloWorld with EdgeLib 4.0

Postby ibisum » Aug 8, 2011 @ 1:56pm

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Re: Problems building HelloWorld with EdgeLib 4.0

Postby maskin » Aug 9, 2011 @ 8:07am

Yeah! I build it too. But working only HelloWorld.
Other samples Like Animate3D and Fountain are still not working :(
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby edge » Aug 16, 2011 @ 3:55pm

Hey guys. We are working on a few fixes and plan to release the 4.01 update soon. Thanks for your patience!

Wouter
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby edge » Aug 16, 2011 @ 5:26pm

We've created a new build script that should address the following issues:
- Software installation paths including spaces
- Integrated signing
- Helloworld should now properly build and run without manual intervention.

android.ini.txt
(7.42 KiB) Downloaded 1880 times


To get the EDGELIB Builder operational, replace android.ini with the attached version (rename file first from android.ini.txt to android.ini) and modify the paths as appropriate. Start EDGELIB Builder, create the project as desired, then make sure the paths listed under tools->options and project->properties are correct. The environment variables that should be set is JAVA_HOME (which should point to the jdk of choice), and the "C:\Program Files\java\jdk\bin" folder (replace jdk with actual name) should be appended to the PATH environment variable.

When everything is as expected, restart EDGELIB Builder to make sure all changes take effect before building. There are some issues with certain settings partially updating.

We've also confirmed a regression where accessing resources may occasionally lead to the VM aborting. We will post an update to fix that as soon as possible.

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Re: Problems building HelloWorld with EdgeLib 4.0

Postby edge » Aug 26, 2011 @ 12:52pm

Last night we released EDGELIB 4.01 which contains a couple of fixes for creating Android builds.

Please let us know if it resolves your issues!

Kind regards,
Wouter
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby ibisum » Aug 26, 2011 @ 1:58pm

Thank you, I will download this and check it out tonight ..
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby maskin » Aug 27, 2011 @ 10:41am

All works. Animate3D is building. BUT:
1. No support of GL in Android. If I try build Animate3D with macrodef EGL_USEGL project build not complette. Wihout it all builds correctly.
2. On Android device Animate3D works, but when I rotate device - application silent down
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Re: Problems building HelloWorld with EdgeLib 4.0

Postby Dan East » Aug 28, 2011 @ 4:09am

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Re: Problems building HelloWorld with EdgeLib 4.0

Postby maskin » Aug 29, 2011 @ 11:41am

I know that screen rotate can be disabled from AndroidManifest. In case of my previous post - silent down of application it's a bug! I don't want make some part-time fixes, I want have stable SDK.
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