Android Studio 3.0 - SDK path not specified - android-studio-3.0

I tried to update Android Studio to 3.0 but got some crazy error, so I uninstalled AS and installed AS 3.0, but now when I try to open a file, I get an "SDK path not specified" error and nothing I select is accepted.
I cannot find any file called "android-sdk" or something similar, which is what most of the other solutions on Stack Overflow suggest selecting.
How do I fix this?
Right now I'm trying this, but no clue if it will help:
1. I went to File -> Settings -> System Settings -> Android SDK
2. I specified C:\ProgramFiles\Android and it's installing.
UPDATE: This more or less worked. I had to install a million updates afterwards, but it solved the problem.

This is halfway there. I found going through the File -> Settings tree that even though I hadn't selected NDK (Native) options, the folder names must not contain spaces. I created an Android/SDK folder tree on a spare drive all its own to alleviate this concern by AS.
Then without a space in the name, I was able to choose SDKs to download, and so it has begun.
Your question and self-confirmation of a work around got me there after I, myself was looking for a couple weeks. Thanks

This is the MOP (Method of Procedure) for this:
Took me a while to figure this out as the documentation is not clear on this at all. Cancel the dialogue box asking for the Android SDK path and do the following:
Open Android Studio IDE. Find the down arrow icon, should be second last icon in the toolbar. Click that. You will see a path for Android SDK Location:. Click the edit link to the right of that. This will bring up the SDK Components Screen. If you can check the boxes there, check them. They may already be checked or they may be disabled. You can leave the path as is, for me its:
C:\Users\<user name>\AppData\Local\Android\Sdk
Depending on whether you had Android Studio before it may say it has detected a previous version and it will only download the components it needs. This is normal. Now click the NEXT button. A confirmation screen will come up with Setup Type and SDK Folder. If you want to change your SDK Folder this is your last chance, if not, click NEXT again.
It may bring up a Terms & Conditions screen, click the Accept radio button then NEXT. It will go and download the Android base SDK. When it's completed click FINISH.
You will then be taken to the Platforms screen where you can select which Android platforms you want to support. ie, Android 9.0 (Pie), Android 8.1 (Oreo). Select all the platforms you need then click APPLY.
The downloader will grab all those packages for you. Next, click the SDK Tools tab. Check the boxes of the tools you want and click APPLY. It may bring up a Terms & Conditions screen again, click the Accept radio button then NEXT. When completed just click FINISH and you're good to go.

Related

How can a Microsoft Edge content script be debugged?

Microsoft has some decent documentation on debugging Content Scripts for an Edge Extension and the top of the page even includes a Channel 9 video on the subject.
Unfortunately, the techniques no longer seem to work, as even when following the debug instructions and using the the sample Text Swap extension, the extension and content script never show up in the debugger.
As you can see from the screenshot, the content script has run (and changed the font on the page) but it and the extension itself are nowhere to be seen in the debugger.
Anyone figured out how to get the content script to show up in the debugger?
You can see below screenshot. I have the css under "extension" folder" and js under "no domain" folder. I hope you have the manifest file correct. Looks like your console have errors. you can check check it and correct if necessary.
enter link description here
It appears that the debugger is not consistent in loading the extensions. The script is running, however, the debugger does not always show the extension and the content script.
This is what I have done to ensure visibility of the content script:
Close all open Edge windows.
Launch Edge
Wait for prompt about extensions from unknown sources being turned
off and select 'Turn on anyway.'
Navigate to the URL to debug. In this case it is:
https://developer.microsoft.com/en-us/
Open the debugger (F12)
Right click on the Extension's Icon on the top right of the browser,
to the right of the address bar.
Select 'Manage' and then 'Reload extension.'
Refresh the page.
I was having the same issue. The solution which helped in my case is so obvious that it's nearly embarrassing...:
I mistakenly alsways pressed F12 in any arbitrary tab. That brought up the developer tools for the site that was opened in that particular tab. Just as Ken describes his issue.
Now what helps to get the developer tools for the extension to be debugged, is following the instructions listed in the docs here:https://learn.microsoft.com/en-us/microsoft-edge/extensions/guides/debugging-extensions#background-script-debugging
You simply have to click the Background page link. Then you'll be able to debug your extension.
This was a bug that has been fixed in an upcoming version, see https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/13829248/ for details.

uploading firmware to particle io's photon

I am receiving an "Error 1" when using particle io relay - I am using the same exact firmware found here: https://github.com/spark/relayshield. What do I need to change?
1_Blink_a_Relay.cpp:2:37: fatal error: RelayShield/RelayShield.h: No such file or directory
#include "RelayShield/RelayShield.h"
It looks like your code can't find the library you're trying to import. Often (and especially when adapting Arduino code for Particle), the folder name for a library needs to be removed. Try #include "RelayShield.h instead.
If that doesn't work, please provide a little more information, such as your development environment. (Are you using Particle's web-based IDE? Did you import the library from there?)
Cheers!
If you are using the web ide, the one at build.particle.io, then you have to include the library. You have to go to the fifth item on the left menu bar, after flash, compile, save, and code. It should say library, and looks like a bookmark. Click on that. It will pop out a view. Scroll down until you see the Community Library search bar. And search for RelayShield. It will show you the "RELAYSHIELD", which currently is used by 520 people (or something like that). Click on that, and it will open the library. Scroll down on the left side (the one that pops up) until you see the button "Include in App". Click on that, and select your app. After you click on that, it will bring up your app. Then scroll down on that popped out view, until you see "Add to this App". Just click on this button, and then it will include that library in your project.
For Particle Dev on Desktop, it is a lot harder. If you are using Particle Dev, please reply, and I will give you the solution for that. It is very hard to manage libraries with Particle Dev. However, if you want to use the Serial Monitor while using the Particle Build on the internet, what you can do is that you do the regular serial commands on the Particle Build (build.particle.io), and open the Serial monitor on Particle Dev after also connecting to your Particle photon

Interface Builder cannot find .xib - Xcode 5.0.2

I recently became interested in mobile app development and want to take my coding experience from elec. engring to the iphone. Im having trouble though. I am trying to compile my first app onto my phone (got it to run perfectly on the iOS simulator last night). However, upon compiling i get the following error:"Interface Builder XIB Compiler Error: Interface Builder could not open the document "xxx.xib" because it does not exist"
I've tried going into my target and setting Main Interface to xxx.xib and I still get the same error on both iPhone and iOS simulation. I've tried setting my interface to Xcode 4.6 and messing with the builds and views, still have the same issue. I built it from scratch - same issue.
All help appreciated. I know the default is building with story board, but I am following a book I am happy with and I want to go through it with the .xib because thats what the book uses. Thanks -
Select your project (blue icon) in the project navigator then choose:
Build Phases > Copy Bundle Resources
Make sure your xib file is on the list. You can add it by clicking the plus (+) icon on the lower left.
UPDATE:
Consider opening a new project as a sanity check. Change the background color and verify that it runs in the simulator. If it does then this will point to a project settings issue rather than an installation problem.
You may also want to look at the following walkthrough by Apple. Hopefully following the steps will help illustrate anything you might be missing.
Apple also has a latest tutorial that I recommend you walkthrough. After completing please let me know if you are continuing to have this problem. The number of potential problems is greater than simply walking through the 15 min tutorial.

How to specify application data package in Xcode Schemes?

I'd like to specify an application data package using Xcode schemes so that I can customize and deploy to the device during testing. However, by default, the Scheme | Option | Application Data combo box has no items in it.
I guess I would need to create the package and add it to my xcodeproj. But I can't find any documentation about this, not even in the bulky book Xcode4 Unleashed. I also tried to build for Archive first. But after that still "No Data" under the Option page.
Easiest way I know is to go to the Organiser (apple shift 2), and then find a connected device.
Go to applications and select the application you need app data for and hit download. This is going to dump some of the sandbox data into a package on your dev machine.
To use this in the scheme, you just need to add this to your project, and then it will show up in the drop down.
As far as I can see, there isn't a way to choose what data to put in the xcappdata file, but since it is a package, you can open it in the finder ( show package contents) and get rid of anything you don't want.
Hope this helps

finding unsupported apis with os version

I've developed and application for iPhone. It works fine on os4 but it does not work on os3.1. In fact works but there are some problems; after splash screen a what screen appears. while I leaving the application I can see the application is opened successfully but just see while exiting.
So I wonder if there is a tool which says which apis have problems with os3.1? So I have a chance to replace them.
If you want to check a specific API, just run this in your code somewhere with an appropriate response. For example, to see if print is supported, run this...
if (NSClassFromString(#"UIPrintInfo")) {
}
Set your project's Base SDK to iphone-os-3-1, then build. All the error messages about classes, methods, and functions that don't exist must designate things added since iphone-os-3-1, since your project built and linked fine against the iphone-os-4-0 SDK.
If you don't have the iphone-os-3-1 SDK, try this instead:
Open your project's Build Settings.
Find the "Preprocessor Macros" setting.
Edit it and add __IPHONE_OS_VERSION_MAX_ALLOWED=30100
Now, try building. This should cause everything introduced after iOS 3.1 to be labeled unavailable, producing the same errors as if you had switched to the iphone-os-3-1 SDK.
It's a good idea to get a second installation of Xcode for this situation, in this case you need 3.2.1 with SDK 3.1.3 - I wish I could help you with a download link since it is no longer shown on Apple's page, but I have googled in the past and found direct, official download links which will work as long as you are signed in with your developer account, so good luck.
The annoying bit is that you need to go through your project files and set "Base SDK" to 3.1.3 and then back once you have completed the exercise. But it is the easiest way to flag what you can't do in 3.1.3. "sudo rm -rf" (I feel nervous even typing that) has an excellent method there but you need to have an inkling of what might be safe and what might not before you implement it or else you end up with code 10x the size it needs to be.
Apple really needs to sort out this issue - hopefully by flagging methods that are prior to your specified "Deployment Target", in the same way that deprecated methods are flagged.

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