Android layout issue on x86 VM - android-layout

I'm trying to run my app on Android x86 in VirtualBox, and I've hit a small but annoying problem. I've not had this problem before, when I had the VM at the tablet resolution I was mimicking. However, I'm now running the VM at and writing the app for a smaller (phone) resolution. The problem is that the layout looks fine in eclipse and on the actual phone, but everything is shifted in the VM. The resolution and pixel density are supposed to be the same in all three cases, so I'm not sure what to do. The app still functions, but I would prefer the various views to be where they should and look correctly placed, instead of being shifted left and up. It's almost as if everything is drawn correctly in a subset of the screen. Thanks in advance for any help!

Related

Why does latest Android Studio emulator crash or get stuck

Since I upgraded my Android Studio installation to Bumblebee, the emulator has become unusable. It either crashes during startup or gets itself stuck so that the UI is unresponsive and the debugger either cannot install or cannot launch an app. The way in which it fails varies from time to time for no reason that I can understand. although different virtual devices seem to behave differently. I tried deleting my old virtual devices and creating new ones, but that didn't help.
I can't debug my code on a real phone because of a different problem, see my recent answer to Source code does not match the bytecode for Android's View.java.
When it crashes I send a crash report to Google, but they don't seem to be fixing it. The problems started with the first official Bumblebee release 2021.1.1, which seemed to have a complete new version of the emulator, and I'm now on the latest stable version 2021.1.1 Patch 2.
My environment is a Dell Precision M4800 with 16GB of RAM and an 8-core Intel processor, using an external 4K monitor and an external full-size keyboard, running Linux openSUSE Leap 15.3 with all recommended patches installed.
Does anyone have any suggestion short of throwing away my entire Android Studio installation and reverting back to Arctic Fox? Has anyone else seen similar problems?
Tintin's answer didn't work for me: Device Frame wasn't enabled anyway because I had noticed that it had caused problems before.
However the following sequence rather surprisingly, at least to me, did fix the problem.
First make sure that the toolbar is visible at the top of the emulator window: if it isn't, click on the gear settings icon at the top right of the emulator window and enable Show Toolbar.
Start up an emulated virtual device, and before it crashes click on the three dots at the right hand end of the toolbar: this will bring up the extended controls window.
Choose Settings from the list at the left of the extended controls list.
Set the OpenGL ES renderer to Desktop native OpenGL, and the OpenGL ES API to Compatibility (OpenGL ES 1.1/2.0).
Close the extended controls window and then close the Android Emulator window.
Check if there are any zombie emulator or qemu processes still running. If there are, kill them: you'll need kill -9 on Linux.
Try to cold boot an emulated virtual device: it will probably crash before it even gets started up properly.
Close the Android Emulator window and repeat step 6
Try to cold boot an emulated virtual device again, but click on the three dots quickly before it crashes.
When the extended controls list comes up, choose Settings from the list at the left.
Set the OpenGL ES renderer back to SwiftShader, and the OpenGL ES API back to Renderer maximum (up to OpenGL ES 3.1).
Repeat steps 5 and 6.
Now try to boot up an emulated virtual device again. It should work: at least it does for me.
If it doesn't work on your configuration, try all possible combinations of the OpenGL ES settings: you may find one that works.
Logically, changing the OpenGL ES settings and then changing them back again shouldn't do anything, but it does. My guess is that perhaps some needed bit of initialisation for the OpenGL isn't being done by the installer, but it gets done when you change the configuration.
I also faced this problem in both updates in 2021.1.1 it was not working at all. Updated to patch 2 again faced problems turned off Enabled Device Frame it is working OK now

Electronjs + Reactjs | Window server 2012 R2 hangs on app launch (white screen), works fine on windows 10 and windows server 2019

Pretty much title.
Cursor constantly changes from standby to loading, but other then that the screen stays white.
I have tested it on windows server 2019 and it worked, same goes for my local computer which is windows 10.
I tried building a x32 bit version and it crashed.
There is barely any information on the internet regarding older versions, and the one thread I saw mentioned what Ive tried already.
Can anybody point me to the right direction? I'm kinda clueless right now and trying to compare things like .NET Framework and such (although I'm pretty sure it's not related at all?)
Thanks!
EDIT:
I'm getting an error in the event viewer that theres a faulting modoule, and it is ntdll.dll
going to continue research for now!
Just incase anyone sees this and have a similar issue:
1.The desktop on our citrix server was programmed to be located on a network share and not on a physical hard drive, so I had to move it to the proper folder.
2.The application worked only when I placed it on the local drive, and only as a 32 bit application.
I spent two days basically trying everything on a 64 bit application, because when I tested the 32bit one it just crashed, but it turns out they were two seperate issues which are finnaly resolved!

LGSVL Build in Unity Gives Pink Sky for Linux Target but not Windows

I've built LGSVL in the appropriate version of Unity for both Windows and Linux and on both a Windows and Linux machine. Two shaders always seem to get nixed in the Linux build that are not nixed in the Windows build. I can fix one of them (Particles/Additive) by including it in the Graphics Settings "Always Include Shaders" list (which seems odd I should have to do), but the other, Skybox2CubeBlend refuses to work. My sky forever remains pink. I've thrown it (and the Day, Night, and RiseSet Cubemaps it uses) into a Resources folder as well with no greater results. It kinda seems like the shader is just not welcome within Linux but if I download and run a pre-compiled Linux version of the software, it works just fine. This would indicate that the shader itself must be okay and is just not making it into my build or something. Perhaps this is an LGSVL-specific build process issue. Any ideas? Again, it all works perfectly fine in Windows builds.
It appears that within the LGSVL Project, in the Prefabs folder, there is an AssetBundleManager. This prefab has a special button in the Inspector Window to create the asset bundles for you dependent upon which target you are building for. Selecting the one for Linux x64 made it include all the necessary things within the asset bundle. No more pink sky!

Fullscreen not functioning in virtualbox image open in vmware

For a project I was given a virtualbox image to work on. I don't have virtualbox but opened it in VMware and it works great except that in full screen the vm stays small and in the middle. I tried changing the autosize to stretch but it turns out obviously distorted and hard to work with. How do i get the fullscreen to work properly?
You probably lack VMWare Tools. You can install it with VM > Install VMware Tools.
I had to change the display resolution within the OS, though I thought it should have done that automatically

Mouse not working in WINE applications under Ubuntu 11.10

I've searched every place I could think of, but nobody seems to have had this issue or didn't bother asking about it.
I just installed Ubuntu 11.10 freshly with the gnome fallback shell. Everything works perfectly fine, except for one thing.
My WINE applications start on the wrong screen, this isn't really a big issue, but when I drag the window to my main screen, the mouse doesn't work on the application anymore. The app doesn't freeze, and is fully responsive to keyboard input, I just can't click on anything anymore.
My specs (relevant):
- NVidia Geforce 540M
- 1 laptop screen 1366x768
- 1 Samsung Syncmaster SA550 27" - 1920x1080
Thanks in advance!
Did you create the application on a resolution smaller then the current on your pc?
If so, do the following (I have a laptop with 1366x768 on the internal monitor and 1920x1080 on the external monitor):
Open winecfg
Check the Virtual Desktop checkbox and set the size to the largest resolution you are going to use
Start the app and check if it's working properly now (You can check that with the battlenet launcher :))
Start winecfg again and uncheck the Virtual Desktop box

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