Class not found error for any glass api - google-glass

I configure eclipse ADT for glass development successfully.
Then I create a sample project and try to develop google glass card or timelineitem.
when I compile and run, an error occurred from android tuntime
java.lang.NoClassDefFoundError: com.google.android.glass.app.Card
this error also occurring for
com.google.android.glass.timeline.TimelineManager
Error Log
How can I solve it?

You have to set your project to compile with the Glass GDK.
Make sure you're targeting 15, have the GDK downloaded as per the other answer, and then:
Select your project on the left side of the screen, open project poperties (alt-enter, or right click -> properties), go to Android tab, scroll down to Android 4.0.3, and in that section will be the Glass Development Kit Sneak Peak. Check the box next to this, hit ok and everything should start working.
EDIT:
Just to make sure, your manifest should have this line:
<uses-sdk
android:minSdkVersion="15"
android:targetSdkVersion="15" />

Make sure you are targeting API 15 and that you installed the glass development Kit.
See the Picture:

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Debugging a watchOS install from phone

I have an iOS app that I added a WatchOS to. I paired simulators, works fine. I build it for my iPhone, it runs fine. When I try to install the watch app to the watch from my phone, I get a generic error. The watch has plenty of storage. How can I see a log of why it refuses to install? image of the error
The error dialog on the watch says “This app cannot be installed because its integrity could not be verified“
Update: Could it be because another developer originally made the iOS project so it has a package name for his account? com.<hisName>... and since I am signing with my account, I would need to change the package name to com.<myName>.AppName & com.<myName>.AppName.watchkitapp?
Solved. The bundle IDs matched but they needed to be for my account since I was signing it. I added my watch to my account too (UIDD). I was able to also build straight to my watch if I desired while my phone was tethered to my laptop. When I installed a new iOS app, the watch app was automatically installed for me too.

expo dev client application doesn't open

I'm trying to use expo-dev-client to add react-native-sms-retriever library to my project because expo doesn't have a library that supports reading sms messages. In expo documentation, it's suggested that I should use expo-dev-client to add custom native code. You can see the documentation here: https://docs.expo.dev/workflow/customizing/#developing-apps-with-custom-native-code
I followed all of the steps in starting guide for expo-dev-client. https://docs.expo.dev/clients/getting-started/
But when I start my app using "expo start --dev-client" and run on android, a white screen is shown for a second and then I'm redirected to expo go application page.
in console, the following 2 lines are written:
› Opening on Android...
› Opening com.droppgroup.masterclean://expo-development-client/?url=http%3A%2F%2F127.0.0.1%3A8081 on LDN_L21
I tried this on real device and 2 other emulators but I got the same result. I reinstalled expo go application and it still doesn't work.
Any suggestions on what I can do to make this work?
The issue may be a problem with Expo config plugins, which configure native code for an Expo project, by configuring Info.plist for example. I am currently experiencing a similar issue, though after scanning the QR code, I am directed to a black screen in my Expo Dev Client which crashes and takes me back to the home page. The Dev Client worked perfected until I ran expo add react-native-bluetooth-classic, since I am trying to access iOS bluetooth APIs. I am currently working on this issue, but I just wanted to point you in the direction of config plugins since the examples Expo gives for customizing your runtime have config plugins registred in the "plugins" property of app.json.
It may be necessary to create your own plugin, though I am unsure.
Please let me know if you come up with any fixes, and so will I.

Google Test(gtest) iOS signing error

Following this tutorial:Introduction to Google Test with Xcode 6 and C++11 i have integrated Google Test(or gtest) framework into my iOS project written in C++. But when i choose test target and press "Run" button i got this log:"Message from debugger: Terminated due to code signing error". This log appears after "Build Succeeded" popup. If anyone has thoughts of how to fix this siging error please let me know. (P.S. i have valid iOS certificate and provision profile and can upload builds to the TestFlight)
I have got rid of this issue by performing next actions:
Select Tests target as active target.
Go to Product->Scheme->Edit Scheme.
From the left menu choose Run.
Then in the right menu choose Info tab.
Change Build Configuration from Debug to Release.
After this i can run tests without "signing error":))

Remove app title and icon overlay on Google Glass app

I've just developed my first Google Glass app (Android Studio) and I was hoping you all might help me work through a problem. I initially developed the app for Android and made the necessary modifications to be able to target Glass (a few updates to the manifest and a few new xml files). The app installs and runs just fine on Glass, with the exception of one quirk: the app icon and title are overlaying the top ~20% of the Glass display, like a title-bar banner.
Is there something that needs to be added/subtracted from a typical android development environment to disable this overlay?
Sorry I don't have a screenshot. I can try to figure out how to capture one on Glass if it helps.
I got to the bottom of if.
Remove app title bar android
I failed to put the android:theme="#android:style/Theme.NoTitleBar" declaration in the correct place in the manifest.
Thank you.

Chartboost sample app not showing Ads

I am trying to integrate a tool Chartboost into our game.
We are using following tools for development.
Xcode 5.0.2.
Latest ChartBoost Library.
Deployment target being iOS 6.1.
Base SDK being iOS 7.0.
Game Engine Cocos2d-x ( C++ ).
In order to use ChartBoost I followed these steps.
Created an account at Chartboost.
Added an app
Platform: iOS
Nick Name: Added
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and Its showing the App Id and App signature.
Added a Campaign.
-Its On.
-CampaignStart and End are blank, so it will be effective as soon as possible.
-Filter By Bundle verion is Min 1.0 and Max blank .(already tried by keeping both blank.)
-Selected the App I added ,as the app where this campaign will run.
-Campaign Logic: Added test device with UUID.
-Rest of the options are untouched.
For test purpose I downloaded and used the sample iOS project provided at ChartBoost site. I replaced the App Id and App signature with my App's ID and Signature.On running the app, it does not display any ads. It logs messages like :
-failure to load interstitial at location Default
-failure to load interstitial at location Pause screen
-failure to load more apps
-failure to load interstitial at location After level 1
I am not able to conclude what wrong I have done! Please help on this issue.
PS:
1. I have already received a mail from ChartBoost mentioning I have successfully integrated the SDK, and in front of added app , the SDK and Frame icons are lit(green), which essentially shows , I have integrated the SDK correctly.
2.Our game is still under development and as we are using the Cocos2d-x which is c++ Game engine ,so we will be using some wrapper to call the ChartBoost library. Once we get the idea how it works on native platform.
In Chartboost sometimes it happens that you have set in the Chartboost dashboard that your game is in "Landscape" mode for example.
While your game is actually running in portrait mode.
In such cases you will get these errors.
Make both these same. Either change in the Chartboost dashboard for your app or change in the game's project file :)