The way the gdb works is it communicates with the gdbserver and that is how the debugging is accomplished. The first section of the original post describes what you would need to have done if you wanted to to manual debugging or if you wanted to use…
What issues are you having?
Eclipse has been actually pretty good to work with for me.. I used it for a few years for java development back in school, and have stuck with it ever since for personal software development.
It does take some getting us…
Looks like one common feature people are requesting is Cloud Saves/Continuous play from different devices. Guess we know of at least one feature we should all be working on!
Right click Project >> Debug As >> (NDK) (im at work right now so dont have exact verbiage. However it should be apparent.) That, as well as one of the options in the original post, has given me access to being able to debug with the Nat…
Write a separate loading algorithm for each scenario, use local storage while in development, and use APK based storage when you go to release. You can even write the code once, and use preprocessor directives to control which flow to use.
This will surely help some people!
While i am not one of them, as my development is almost purely NDK, i only used a NativeActivity child class to initialize values that can only be accessed via Java. (gamepad information so far.)
However, i have be…
In eclipse, you have to actually pick a special Debug configuration. Regular debugging only attaches the java debugger. In eclipse we have a Android NDK selection in our debug menu. I wouldn't know where to start for vs-android though. Good luck!
Sorry, i missed that section. I am using OSX so VS is not an option. Thanks though.
http://forums.ouya.tv/discussion/1919/gdb-server#latest -- For use without that plugin
Are you using the native app glue class? this executes outside of the normal android event lifescycle and provides access to a continuously running thread/flow.
PS, how did you get Native debugging to work on the Ouya?
greeniekin said:
@SpoonThumb - By system button I mean hitting it twice quickly. A single hit of the system button is now just the menu button.
So technically it should be the menu button.
This system menu call or whatever it is called(doub…
Dreamwriter said:
You'd need marketing for people to get your game anyways - I mean think, the system launched with over 100 games, and having tried a bunch of them, some of them are pretty bad cell-phone ports. And this is just launch, imag…
sodafountan said:
I think this thing's gonna flop hard. If you look at the abysmal sales of the PlayStation Vita it should be enough to tell you that gamer's don't necessarily want high end games on a mobile device, and those that do don't wa…
I bought both. They will provide for different testing platforms and give me a better look at how the different devices will work under different circumstances. Also, the added power of the tegra 4 is nice :]
I have in my research decided to go for a almost full implementation of NDK/C++. I understand there are some features that are Java-Android specific, so for those pieces i might need to include some extra Java code. But i am excited :].
1) I believe wrapping the c++ call with JNI will give you everything you need, if not, creating another wrapper function to handle the input/output for the jni function would be totally possible.
2) I would look farther into the android subsystems i…
I came across a post awhile back telling me that the values match up, if i come across the post, i will provide it. I unfortunately could not verify as i don't have an Ouya yet :/
http://www.badlogicgames.com/wordpress/?p=2724 -- Give this a look, i…