Following a Livecard tutorial, I realized that eclipse keeps throwing the following error: "import com.google.android.glass.timeline.TimelineManager cannot be resolved". The solution I found online was to set the project to compile with the Glass GDK by changing the build target to Glass Development Kit Sneak Peak version 15.
I dont have a Glass Development kit sneak peek under Android 4.0.3. I downloaded the ADT bundle from http://developer.android.com/sdk/index.html. However, I have a Glass Development kit preview under the android 4.2.2, version 19.
Could that be the problem as to why timelineManager is not being identified or imported?
I can't move forward until I figure this out.. =(
Here is a screenshot of the error: https://dl.dropboxusercontent.com/u/14109184/Screen%20Shot%202014-05-31%20at%209.42.38%20PM.png
Yes, TimelineManager was removed with XE16 with no immediate replacement. If you're planning on creating a GDK based app going forward - don't try to use the old GDK.
If you really need to insert a static card, you may wish to evaluate the Mirror API to see if it meets your needs.
Related
I installed XCode and opened a new project using SwiftUI but for the following reason it is impossible to run the builded application. I did use the default code and press run.
I get the following message : "minimum deployment target. Change your project’s minimum deployment target or upgrade MacBook ...".
I tried to change the deployement target but immediately I have several Swift Compiler Error like this one : "'some' return types are only available in macOS 10.15.0 or newer"
I'm running a MacBook Pro with 10.14.6. Is there a way to find the source code for a buildable SwiftUI application on my computer ?
I cannot update to 10.15.0 so I'm looking for other advice or explanation. Maybe for some sourcecode I could use on my MacBook compatible with the Swift Compiler I have.
Thanks.
Thanks for your answers. I cannot update my OS and XCode won't build anything if I don't install Catalina first. I was hopping for an other solution, your answers helped me to focus on the right directions so I searched the web a little bit more and read articles on Mac OS X GUI Programming.
I'm now looking at Python : https://wiki.python.org/moin/GuiProgramming
I'm a little bit disappointed because I wanted to start something new with Swift. But, there is a good lesson here, and I'll do with what is possible given what I have :) Back in the days, for GUIs, I've used Web UI, Java and Qt and I was hoping for something new. I guess that I'll pursue my search to create nice and awesome native Mac OS X application both later and on the side.
Thanks.
Take a look at this screenshot (from this site):
Now look at a screenshot from my own copy of Unity (Personal).
As you can see, a lot appears to be missing. Does anybody know why? Is this a Pro-only thing? I can't find any reference to it.
The screenshot above is an older version of Test Tools. UnityTestTools was an open soruce project, deployed as a Package in the Asset Store. You had to import the asset from Asset Store to use this feature up to Unity 5.5. This is a deprecated project and is not supported anymore from Unity 5.6 (valid until Unity 5.5).
The Unity Technologies apparently liked it so they included the Test Tool as an official feature from Unity 5.6, and renamed it Test Runner. When you create projects you have the Test Runner included by default, which can be accessed from the tab [Window - Test Runner].
A few major changes I've noticed are:
AssertComponent no longer exists
No Scene-Based-Test out of the box as it used to be. Although Unity Forum suggests it should be easy to implement such tests yourself with PlayMode I feel like there are not enough ducumentation and examples for beginners.
I am trying to use the CardBuilder.showStackIndicator(boolean) method, which was introduced in version XE22, but Android Studio tells me that the method can not be found.
I have the latest version installed from the SDK Manager and the latest software version installed on my Glass device. Is there something else that needs to be done to use this method?
This method should be in revision 11 of the GDK: make sure you've updated your add-on and refreshed your IDE.
If it doesn't show up in your IDE, try compiling anyway to make sure it's not a sync issue between autocomplete/autocompile and your SDK.
I have a Glass GDK app (open-source on Github) that works fine on XE12.
I got the XE16 update yesterday, and now when I run gradlew installDebug to deploy to Glass, I get the message:
:onebusaway-android:installDebug
pkg: /data/local/tmp/onebusaway-android-debug-unaligned.apk
Failure [INSTALL_FAILED_MISSING_SHARED_LIBRARY]
Here are the changes I've made to update to XE16:
I've changed my compileSdkVersion to "Google Inc.:Glass Development Kit Preview:19"
I've updated the gdk.jar in the /libs folder to the file from <android-sdk>/add-ons/addon-google_gdk-google-19/libs
Added <uses-permission android:name="com.google.android.glass.permission.DEVELOPMENT"/> to manifest for pre-production voice commands
(I actually made these changes prior to receiving the XE16 update myself, based on reports of it failing on XE16 from others - so I can confirm that with the above changes the app still works fine on XE12).
I'm using this third-party progress bar library, but from what I can tell from the release notes nothing has changed with the GestureDetector or Gesture Glass classes, which are the only Glass-specific classes it relies on.
My Glassware is an immersive Activity, so I'm not relying on TimelineManager or Cards (which changed in XE16).
EDIT
I've tried removing the third-party progress bar, but that doesn't seem to have any affect - still the same error.
I've also updated to Android Studio 0.5.5, no luck deploying from there either (as opposed to running gradlew installDebug from command-line). Also tried removing /libs/gdk.jar since this isn't required in Android Studio 0.5.5, still no change.
If you have any <uses-library> elements that aren't supported by Glass in your AndroidManifest.xml, you must include the android:required="false" attribute, or remove the element completely, for your app to install on XE16. This is a change in behavior from XE12.
According to the Android docs:
If <uses-library> element is present and its android:required attribute is set to true, the PackageManager framework won't let the user install the application unless the library is present on the user's device...The default android:required value is "true".
I borrowed code from a normal Android app for my Glass app, and I had a leftover element buried in the manifest:
<uses-library android:name="com.google.android.maps"/>
Since I didn't include the android:required="false", XE 16 is correctly preventing the app from installing.
Apparently XE12 didn't enforce this, and installed the app anyway.
After either adding the android:required="false"attribute:
<uses-library android:name="com.google.android.maps"
android:required="false"/>
...or removing this <uses-library> element completely, the app now installs correctly on XE16.
Im getting 2 errors/warnings when im trying to build/run my app in the simulator, the error is in the SDK i guess.
File: CLScoreServerPost.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
and this one in CLScoreServerRequest.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
I've been trying to reinstall the templates ect ect ect and nothing works.
Some one know the problem ?
Thanks
It says it right there:
uniqueIdentifier is deprecated
And so you should search for it on Google to come up with the related Stackoverflow question.
Deprecated means it should no longer be used, and it may be flagged as an error if you do use it depending on certain circumstances. My guess is that if your deployment target is set to iOS 5.0 and since iOS 5.0 deprecated that method, it's going to be an error when building an app that targets iOS 5. It's probably just a warning if you target iOS 4.x or earlier.
If you are calling that method, then don't. If that call is in a third party library, then contact the author of that library.
Try rebooting your iPhone and computer. Then, after you run your app from Xcode and as it was running on your phone, stop the task. Then, re-open the app through the phone without Xcode running any task.
I did this and did not receive any further errors, and was able to open/close from the active app area (double-tap home button), and I was able to re-launch it without any issues.
Hopefully this helps.
(I think this is in response to the proper problem)