cocos2d-x 3.9 Android marshmallow c++ to Java JNI - java-native-interface

Error:
Java function:
I am making game using cocos2d-x 3.9. I could unity ads in my game using my code. But in Android 6.0.1 my code is not working. Everytime when I execute jni function, my app will down. How can I solve this problem?
I heard, in Android 6.0.1 have strict jni policy.
I am searching now..., but I have no much time... if you know about that, help me...

Related

How can I use the same codebase written using SKIA and C++ on web? (SKIA + WebAssembly, c++)

I am completely new in using SKIA as well as WebAssembly. I have build SKIA library on windows and currently using it with C++.
I heard of WASM which can convert C, C++ codebase to run on browser. I have tried that too with some sample native code written in C and achieved it. This is really awesome.
Now I am trying to build a framework which can run natively as well as on web with the same codebase. Is it possible to do with SKIA ? If yes, How can I do it ? There is very less information regarding this on the internet which is not that clear. So I thought of getting some information from here. Any help or pointers on this would be appreciated.
The goal is to write whole code using C++ and SKIA, build it on Windows. And I want to use WASM to convert the same code to run on the browser. How ?
SKIA is using D3D or OpenGL to render, it also create a Window using system calls. WASM does not have any "system" calls, like any OS has. You have to virtualize all such calls as WASM module imports API.

Android Studio, Adding Native C++ Code via JNI to a Second Activity of an Android App

I'm using Android Studio to build an Android app. I'm using Kotlin, and I'm using C++ code, i.e. native C++ that I interface with using JNI. I'm able to do this in the MainActivity, because Android Studio offers this build in their setup. However, I can't figure out a way to call native C++ functions from a second empty activity that I created. Does anyone know how to set up a second activity to access native C++ code?
Thanks for any help!

Is there a c++ bind can cross v8 and JavaScriptCore?

Im looking for a script engine for game developing. I dont like lua (because of it's syntax and features), Im very like js, so I want to use google V8, but seems it is not very friendly in iOS? So, Is there a c++ bind can cross v8 and JavaScriptCore? In iOS use JavaScriptCore and others use V8 to bind the same C++ code.
I've started a project for this. It currently supports building and running the examples included in version 3.14 of the V8 project, as well as Node version 0.10.
https://github.com/flyover/v8like
I've also made a fork of the Node project with project files for iOS and OS X including targets for compiling against V8 using the simulator (define USE_SIMULATOR) and the v8like project.
https://github.com/flyover/node
As I know, there is no such bind library. When I worked in game dev company in the past year, we created our own bind. But it is proprietary code. We used JavascriptCore on iOS and V8 for Android.
So it's possible, but to my regret I can't help you with code.

How to get intellisense for C++ in eclipse while developing for android?

I am developing for android using eclipse and android's plug-in for eclipse. I am getting proper intellisense for Java code. The application I am developing consists of both Java and C++ code. How can I get intellisense for C++ in this environment.
Thanks
Try downloading the C Developement Tools for eclipse (CDT). The update site can be found here. This module provides syntax higlighting and code completion for C/C++ and works fine for me.
EDIT: Sorry, the above link is dependent on my eclipse version. Here you can find CDT distributions for all other eclipse versions.

Ogre3D Basic Framework issue on Ubuntu

I have been trying to learn to use Ogre3D and have gotten to the stage where I want to start something more serious than the examples it comes with so I found and copied the Basic Ogre Framework
I am using Ubuntu 9.10, but have compiled Ogre 1.7 from the Ogre3D website, I am using the Netbeans 6.8 IDE with the c++ plugin.
The Basic Ogre Framework Demo App compiles and runs, but gets to the main loop where is checks to see if the Render Window is active, otherwise it calls sleep(1000);
The if statement that is checking if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) is always returning false, despite specifically setting the m_pRenderWnd->setActive(true);
From reading the forum posts related to it, nobody else is having this issue, but they are primarily using windows or Mac.
Is there issues with Ogre3D on Ubuntu, or is it possibly a problem with the autogenerated makefiles that netbeans is generating?
Have you configured the application to use the correct video drivers for your system? Since you're on ubuntu you'll need to use OpenGL. I found some drivers didn't work on some systems when using Ogre.