I have the following code for creating a custom adapter and android studio is defaulting to the full path of my package. This was not always like this. I wonder what has changed. And it doesn't know what localNetView is even though is declare at the top of my class. Why does Android Studio do it like this? Without making any changes can't find the classes.
private ListView localNetListView;
private Adapter localNetAdapter;
localNetListView = (ListView) findViewById(R.id.local_network);
localNetAdapter = new org.pctechtips.netdroid.HostAdapter(this, R.layout.list_main, localIfaceInfo);
localNetListView.setAdapter(localNetAdapter);
Make sure the "Use fully qualified class names" option under File > Settings > Editor > Code Style > Java > Imports tab is unchecked.
If this is only happening to a file, check the imports manually and see if another class with the same name (and different package) is imported, and remove its import line.
Related
I am working on a Kotlin Multiplatform project for Android and Desktop using Compose and have the Compose Multiplatform IDE Support plugin installed.
What I am trying to do is add the #Preview annotation so I can get a preview of the composables that I'm working on. I tried following this guide to implement that:
https://developer.android.com/jetpack/compose/tooling/studio
I want to have my shared Compose classes in the module shared-ui, so I added the following dependencies to the build.gradle.kts in that module:
dependencies {
debugImplementation("androidx.compose.ui:ui-tooling:1.3.2")
implementation("androidx.compose.ui:ui-tooling-preview:1.3.2")
}
However, even after a synchronization, when I try to use or import the #Preview annotation in my class (shared-ui/src/commonMain/kotlin/.../MyScreen.kt), I get this error:
Unresolved reference: preview
That happens twice: Once in the import statement, where the final word Preview is in red, and once in the annotation, where it is also the word Preview that is in red:
[...]
import androidx.compose.ui.tooling.preview.Preview
[...]
#Preview
#Composable
[...]
Incidentally, I also tried the quick fix option that Android Studio offered me there: "Add dependency on androidx.compose.ui.ui-tooling-preview and import". What that does is add the dependencies exactly where I added them (provided I remove them first, otherwise it does nothing), which apparently means that Android Studio agrees with me that this is where the dependencies should go.
Which brings me to my ultimate question: Why does this not work? What am I doing wrong? Based on my understanding, this should work. But it doesn't. Am I missing something?
I am currently working on a Node.JS project written in TypeScript using Node.JS Tools for Visual Studio (NTVS). I have a few classes and enums spread out in 3 or 4 files in my project. I am now trying to use the classes defined in those files from my main app file. From my previous work with Node, I know that I would normally need a require call to import each other file/class if I were working with a text editor and the command-line compiler. But, if I open any TypeScript file in my project and start typing the name of a class defined in a different file, Visual Studio shows IntelliSense autocomplete for the class name and its members. This makes me think that the NTVS and/or TypeScript configuration are automatically making all of my classes available project-wide. But if I click the 'run' button, errors are printed to the console because Node can't find the referenced classes at runtime.
This behavior leads me to believe that IntelliSense isn't actually telling me that the classes are available, just that they exist (which seems odd). If I add a require call to the top of the file, and use that imported value instead of the original class name, Node finds the class and I can use it in my code. But this presents two problems:
I must come up with a new name to use for the variable that I import the class into. If I require() it with the original name, Visual Studio shows errors saying that the identifier is a duplicate, because it seems to believe that the original class is available project-wide.
I don't get the autocomplete or type checking in my usage of the class. This pretty much defeats the purpose of using TypeScript.
So, what's the proper way to do this import? Is there a way to make all my classes available globally? If not, what import statements do I need?
This behavior leads me to believe that IntelliSense isn't actually telling me that the classes are available, just that they exist
unless you have top level import or export statement the file is considered a global module and is available project wide : http://basarat.gitbooks.io/typescript/content/docs/project/modules.html
A global module will not work at runtime in node.js
You should use file level modules using import/export and compile with --module commonjs
So, I have been trying to migrate the development of a multi-project (eclipse projects that is) app to Android Studio (v1.1).
Importing via File > Import Project was really easy and went without incident.
However, when I tried Make/Rebuild project I encountered numerous surprises. The first, not Proguard-related, had to do with source file encoding (originally in Windows-1252), but I quickly found a solution using this Windows-1252 > Reload > UTF-8 > Convert answer.
Then, "error: cannot find symbol class" for a com.comp.mod.X class of mine. I then solved it by going to the module (Android Studio module that is, previously an Eclipse project) that contains that class and added to its proguard.cfg the following:
-keep public class com.comp.mod.X
Which left me with an "error: cannot find symbol variable" for a const BB defined in the aforementioned class. I solved this by adding to the same proguard.cfg the following:
-keepclassmembers class com.comp.mod.X {
public static final boolean BB;
}
That left me with only one "error: cannot find symbol method getPreferenceX()". I solve this by adding to the same -keepclassmembers that method, so that the above now looks:
-keepclassmembers class com.comp.mod.X {
public static final boolean BB;
public static java.lang.String getPreferenceX();
}
I thought I was done, but to my dismay, when I attempted to rebuild the project, I received numerous additional errors from other modules in the project, all of the type to "error: cannot find symbol class/variable/method" and related to some proguard.cfg.
I could have continued butchering the proguard.cfg files for each and every module but at this point I am beginning to suspect that I am doing something fundamentally wrong, because those proguard.cfg files work perfectly under Eclipse. So,
Why all of a sudden these are no longer good for Android Studio?
If ProGuard runs only when you build your application in release mode, why is the Android Studio based build complaining about "cannot find symbol" due to Proguard's obfuscation?
What am I missing?
Note: I have not attempted "Generate Signed APK". All I do is "Rebuild Project".
Currently (as of 2015-04-24), minifyEnabled's default value of false for all build types is incorrect for multi-module projects, in which some modules (app included) are dependent on other modules. This is due to bug #52962 that causes build types to not propagate to libraries -- they are always built as RELEASE.
Suggestions to work around this bug or notifications of its fix are most welcome.
I want to simply create a reusable "library" for all my future projects that I'm going to be doing in Haxe. I understand there aren't library projects in Haxe, but rather you would just have a collection of source files somewhere and import them as needed. Right?
I've created a new project using Flambe (a Haxe framework) and opened it in the FlashDevelop IDE. It compiles and runs fine.
Now I want to include my library, so I go into the Project Properties under the "Classpaths" tab and set the relative path to my library. It shows up correctly in the "References", and even has the proper code completion when I type "import ...", yet when I compile it fails on the import line stating: 'Class not found : mlg.Engine'
(mlg being the package, and Engine being the class/type)
Is there anything I'm missing?
I think (i may be wrong) that flashdevelop "references" are just autocompletion and not actually passed to the compiler.
I'm not sure what's the "right" way to do it, but I can tell you what I've done (I made a few helper classes for flambe too :P): I simply created a "fake" haxelib, I created HaxeToolkit/haxe/lib/[name]/git, and in [name] i created a .current file that contains "git".
Then on flashdevelop you have to add it as a library (Project settings -> Compiler options -> Libraries).
Note: there are probably other/better ways to do it.
I created a new Android project via eclipse, with a MainActivity.
I added ActionBarSherlock to the project (Properties > Android and clicked Add).
Then, when I replace "extends Activity" with "extends SherlockFragmentActivity" I get a compile error "The hierarchy of the type MainActivity is inconsistent".
I also tried to create a project without an Activity, then created a class "MainActivity" that inherits from SherlockFragmentActivity, and there are no compile time errors, but with a run-time error "ClassNotfoundException: com.NadavLitvak.nadavfragmentdemo.MainActivity"
Your project should also reference the android-support-v4.jar (which is included in ABS's libs folder.) So, Properties->Java Build Path->Add JARs... and select that jar from ActionBarSherlock->libs
Sometimes, when Eclipse gets retarded, it doesnt add the SDK jar in your project (the Android x.y folder missing in project) so then you need to add it Properties > Android > Project Build Target (usually nothing there is ticked)