I have been trying to set up my android to begin my development lessons all day without success. I have installed the Java JDK kit and I'm trying to install the android sdk but this is the error I keep getting all day:
The Java version I installed is jdk1.7.0_03. I have gone to the environment variables and added the path to the java file (C:\Program Files\Java\jdk1.7.0_03\bin and C:\Program Files\Java\jdk1.7.0_03\bin\javac) and I still get the same error.The android sdk version I am trying to install is "installer_r18-windows.exe". Can someone help me?
@hasan-veli-soyalan I tried your solution, but my c:\windows\system\java.exe not exist in my case, I'm using Windows 8 pro 64bit, instead, i found c:\windows\system32\java.exe and i changed it as you described, it worked!!
This error often occur if not always because android sdk does not recognise "java" in sub-folder "System32" as "java.exe". Simply rename it to "java.exe". Sub-folder "System32" is found in Local Disk(C:)>>Windows. Scroll down to find "java" in sub-folder "System32".
From what we can tell, it's not much possible to run normal java apps on android. But wondering if it can do it the other way? That is, run android apps easily on the desktop (without the user install the sdk or android emulator)?
Android's primary development language is Java, even though they used Dalvik VM instead of Java VM. You'll need to recompile your .java code, and there are some parts of Java libraries that are not available in Android and vice versa, and you'll obviously need to write a separate GUI frontend; but that's it, you can have largely the same codebase to run in both platforms.
You are correct in that you won't be able to take your standard class files and have them just run on android. The byte code produced by the dalvik vm is distinct from the byte code produced from a jvm. However much of your code will be reusable and with good design you could lessen this problem considerably.
It may be necessary to include a .so library in a Xamarin.Android binding project as a part of binding a Java library. When the wrapped Java code executes, Xamarin.Android will fail to make the JNI call and the error message java.lang.UnsatisfiedLinkError: Native method not found: will appear in the logcat out for the application.
To get started using ARCore with Android, you can run either thehello_ar_kotlin or hello_ar_java sample app included with the ARCoreSDK. These sample apps use OpenGL, aprogramming interface for rendering 2D and 3D vector graphics. The apps displayany detected planes and allow the user to tap on a plane to place a 3D model.
The hello_ar_java app lets you place a three-dimensional ARCore pawn ondetected AR plane surfaces. It is implemented with Android GL SurfaceView,which is used to render the camera preview and basic AR objects such as Planesand Anchors. hello_ar_java's sample rendering framework can be found incom/google/ar/core/examples/java/common/samplerender.
While it's logically true that android is not equal to java, I question the usefulness of these edits since Java is commonly used for writing code for the Android platform, and in my opinion questions about writing Java code for the Android platform can be tagged with both tags.
On the other hand, sometimes the question has nothing to do with Java, for example question about "adb devices doesn't show my device". It make sense to tag it with android, but java is irrelevant here.
Some times I see problematic differences between Java doc and Android doc in about method documents.For example in about setReadable (boolean readable, boolean ownerOnly) method you can see java doc says that:
Generally speaking, a class will be defined in its own file, with the filename matching the class name (e.g. Dog.java). There are exceptions to this rule, such as classes defined within other classes (when a class is declared within a class, it is generally defined for use within the parent class only as a helper class, and referred to as an inner class).
For example, we could define a Swimmer interface that provides a set of methods that are common across all objects that can swim, whether they are fish, otters, or submergible androids. The Swimmer interface might specify four methods: startSwimming(), stopSwimming(), dive(), and surface().
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