Java*

Android emulator without KVM

Hello everyone,

I just started to lean android on Linux platform 32 bit OS. I installed android sdk and eclipse. But Android emulator is not working.

There is a message "KVM is not installed/properly installed" when launching android emulator. I checked evrything. And I found that my hardware configuration doesn't support hardware virtualisation Intel x86 Atom Processor codename "Pineview". Hence unable to install KVM and therefore unable to launch android emulator.

Is there any way I could work without KVM?

HAXM silently crashing on OS X 10.9.5

Installed latest version of HAXM manually on 10.9.5 with latest version of Android Studio.

BUILD SUCCESSFUL
Total time: 14 seconds
Built the following apk(s):
    /Development/todo-lite/platforms/android/ant-build/CordovaApp-debug.apk
WARNING : no emulator specified, defaulting to Tab_S_style
Waiting for emulator...
HAX is working and emulator runs in fast virt mode

There's nothing logged in the console/system logs at all.

this installation package is not supported by this processor type. contact your product vendor.

I'v download w_inde_2015.0.011.exe, when I tried to install this error come "this installation package is not supported by this processor type. contact your product vendor."

This is my laptop data :

1. OS = W7 Ultimate 32 bit

2. Processor = Intel(R) core(TM) i7-3517U  

3. RAM = 4 giga

Anybody can help me with this error ? Any help is very appreciate, thank you :) 

 

 

Application won't install (it used to)

Hi, I published an app to the Google Play store using Construct 2 and Intel XDK. I recently wanted to update the app and when trying to test on my device, it won't let me install the latest build (Crosswalk for Android). I tried clearing my cache, uninstalling the game, a previous build, another device and then finally tried a completely different apk. Any idea what might be wrong? I am using AdMob which was part of the problem I had before, but I even tried completely deleting AdMob from my game and I still can't install it.

Intel® INDE Media for Mobile Tutorials - Video Capturing for Cocos2d-x* Applications on Android*

This tutorial explains how to use Intel® INDE Media for Mobile to add video capturing capability to Cocos2d-x applications on Android.

Head over to the INDE Media for Mobile GitHub page to get access to the source code. Github lets you see our commit history, submit bug issues and even create your own fork.

  • Developers
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  • Android*
  • Android*
  • Game Development
  • C/C++
  • Java*
  • Advanced
  • Intermediate
  • Intel® INDE
  • OpenGL
  • Android
  • cocos2d-x
  • OpenGL*
  • Game Development
  • Graphics
  • Support for 1080p encoding in INDE Media for Android ?

    Hi,

    I am greatly interested in your INDE library for your Android, yet I have learned from release notes (media_for_mobile_release_notes.pdf file) that video encoding is supported only up to 720p. I would like to know when this limitation will be removed (indicative forecast), hoping it is just a limitation of the library.

     

    Desktop gets shifted horizontally on Intel BayTrail, ASUS Transformer Pad TF103

    Dear all,

    while testing my app on the Atom Z3745, the screen suddenly got rotated right by a few hundred pixels. The pixels shifted out on the right side were displayed on the left side, but one pixel line lower.

    This screen rotation problem was not related to my app, it persisted on the Android desktop after exiting my app.

    The solution was to press the on/off button twice, then the desktop was OK again.

    Since this shift could be an issue in the graphics driver, I'm reporting it here.

    The problem appeared randomly twice this evening.

    Regards,

    OpenGL/ES texture format GL_BGRA broken in Intel BayTrail Android Driver

    Dear all,

    I tested my app on Android 4.4 with Intel(R) HD Graphics for BayTrail , OpenGL ES-CM 1.1, and unfortunately no textures were shown at all.

    I now tracked down the problem: Even though the Intel BayTrail driver reports to support the extension GL_EXT_texture_format_BGRA8888, using glTexImage2D with format GL_BGRA seems to create a mess, so that no more textures are displayed at all. All is fine if GL_RGBA is used instead.

    Test system was an Asus Transformer Pad TF103C.

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