[Q] android video recording app - crashing - Android Software Development

I am trying to create my own video recording app for android. With lot of googling, I can get it into "working" state, but then I haven't time for three weeks and when I returned, the app is crashing on startup. Probably I made some changes before I suspend my work and not tested them, but now I can't find, what is wrong. I know the line, where it is crashing (highlighted in source), but don't know why.
Please, can someone look at this and try to find the problem?
here are files:
Code:
[I]main.java[/I] - pastebin.com/8iAQhKN1
[I]CamcorderPreview.java[/I] - pastebin.com/C5KSfZHB (here is highlighted crashing code)
[I]AndroidManifest.xml[/I] - pastebin.com/q46JS0VB
[I]layout/main.xml [/I] - pastebin.com/icK9MDb3
[I]values/strings.xml[/I] - pastebin.com/mntQgwaX
[I]logcat[/I] - pastebin.com/yQ5MSTx7
(sorry for not links, but as new user, I can't post hyperlinks)

Added logcat, I forgot for it....

Related

[Q] Debugging help needed

I have a user of my app who is having a problem running it. My code launches another activity in the same app, and he is saying it is stopping before it should & returning to the previous activity, and he doesn't see any Force Close warnings.
I have run my code in the emulator & on my phone, I can't reproduce the error. We both run Android 2.2 on our phones, his is an HTC EVO & mine is a HTC Wildfire, as far as I can tell his specs are better than mine so shouldn't cause an issue - I deliberately chose a low spec for for my dev work so the code ought to run on anything.
As a bit of an Andoid dev noob (but been coding for years), is there any easy way I can make a special build of the app to send to him that would log any errors that happen ? I'd like to get a stack dump as well if possible, as I'm not sure exactly what routine in the activity its crashing out in. The activity that crashes is Gallery with 9 images in it, he can't flick through them or select one. I'm stumped as to whats causing it, any assistance would be gratefully received.
Thanks.
Why not point to your app and let others here try it on their phones? It could simply be other apps installed on his phone interfering with your app.
Long time programmer here too and when I get to where you're at (and I"m sure you've put some hours into this LOL), I go back to STEP 1.
I comment-out any and all code but the bare minimum; break it down to the Intent, startActivity and maybe a Toast message in the second activity. Even parse down your XML files to bare minimum.
See if that works. Then, ADD BACK ONE LINE OF CODE AT A TIME Run program and make sure it works. Yeah, it's painful, but in my 20 years of coding, I've learned to put my pride aside and to not "pretend" all the code I've written is correct.
Sometimes on bigger projects, I"ll change or add a couple of lines of code, run a back up and test. Rinse and repeat LOL. That way, I know I"m only a couple of lines of code from what "used" to work.
Good Luck!
Thanks both of you.
old_dude - Its a paid app. Only £0.99 but I don't think people would pay to help me. There is a free version of the same app (with less functionality) that this guy can get to work. If your really interested the 2 versions are -
Plink Log - Free Version
Plink Log Pro - Paid version
Rootstonian - agreed thats the approach I'd normally take if I was having problems on my dev phone or the emulator. The problem is that its OK on my HTC Wildfire/Android2.2 but on this guys HTC EVO/Android2.2 its having problems. I dont really want to keep sending him .apks with 1 or 2 lines extra enabled just to see if that fixes his specific issue. I was hoping there was something I could code to catch whatever crashes the activity & log it somewhere for me to analyse. When I do PC dev work, I have a global exception handler that catches anything I dont explicitly handle, and dumps the full call stack into a Log File I can read later.
I think I'll just have to take the existing app & put loads of debug code into it to save messages into a log file & see what bits of code are being called & what isn't & then get him to email me the results.
Thanks for the ideas guys, its always useful to get input from another perspective.
Dave
Hmmmm, just discovered setDefaultUncaughtExceptionHandler - might be able to use that with printStackTrace. Sounds interesting.

My First Android App - Released to the market - Named "PicAround" :)

Hi Guys,
I have just released a new app for the Android users.
I am an excited entrepreneur/developer, worked and developed the App all by myself
The app is free and I would like the world to enjoy it
I am posting here for 2 reason.
The Obvious one: to reach out! :fingers-crossed:
But the more important one:
I would love your feedback and notes and maybe some tips for how to get it out there with no budget
All of my friends are already running "alpha" for me on their personal devices.... but it`s only the tip of the iceberg from a technical point of view.
So this is where you guys come to the rescue :highfive:
So.... some details:
My App is Named: “PicAround”.
Basically PicAround is a "Mobile Camera App That Instantly Shares Everyone’s Event Pictures"
The App tries to reduce the hassle of getting your pictures from other people that were present at the event as you did. no need for emails Facebook, Dropbox, etc,
and it is easy to use:
Step 1. Select the event your are at from a list of local events (GPS Based)
Step 2. Capture the moment with the PicAround camera!
Everybody’s pictures taken at the event will be saved to a shared album instantly!
I believe it will match perfectly for large scale events, such as weddings, concerts, football games and so on..
You can find it on the app store:
Just search "PicAround"
I will also post a blog post soon enough about the process of developing the app - the server side.... tools and so on....
Hope you give it a try and like it
Hi there,
Nice idea! Congrats for the work.
My remarks:
1) Why do you force your users to use Facebook?
1.1) App opened and the first thing that poped up was Facebook login screen. I closed it and then.... that's it. I couldn't do anything else with the app. Just saw the logo. Had to leave the app and come back again to,, again, see the Facebook screen.
1.2) I was shown the Facebook login screen, asking to entenr my e-mail and password. I do have Facebook installed in my phone, so I would expect just to press OK and seamlessly log into Facebook, without having to enter my credentials... are you using API 3.0?
Give me a shout if you need some help with point 1.2, I have implemented it.
I left you rating/review to support ya
Cheers and good luck!
Ps: Dont forget to update this post with links do Google Play and Screenshots when you have 10+ messages in this Forum
Hi , thanks for the remarks
PhilCals said:
Hi there,
Nice idea! Congrats for the work.
My remarks:
1) Why do you force your users to use Facebook?
1.1) App opened and the first thing that poped up was Facebook login screen. I closed it and then.... that's it. I couldn't do anything else with the app. Just saw the logo. Had to leave the app and come back again to,, again, see the Facebook screen.
1.2) I was shown the Facebook login screen, asking to entenr my e-mail and password. I do have Facebook installed in my phone, so I would expect just to press OK and seamlessly log into Facebook, without having to enter my credentials... are you using API 3.0?
Give me a shout if you need some help with point 1.2, I have implemented it.
I left you rating/review to support ya
Cheers and good luck!
Ps: Dont forget to update this post with links do Google Play and Screenshots when you have 10+ messages in this Forum
Click to expand...
Click to collapse
Hi, thanks for the relay and remarks:
I would like to respond to some of your remarks and maybe you will have some tip for me.
The events are public, meaning: all people at the area of the event can take pictures (currently there are no restriction).
So the least I am doing is to display a layout over the image with the name of the person who took it.
If I would create my own unique login mechanism (leaving the technical Burden aside) - users will be able to pick an unreal name - which I think is unfair to the users with real names
I could add login with google or some other login sdks available - do you think it will make it better? would you like to login with a different network instead?
In addition - In the future - I could use the social goodies Facbook offers (with the user approval of course) Which I would not be able to do without.
Currently (and in the future) I am not doing anything "bad" with the user info - only using it to display his name over his pictures at the event album.
As for SDK 3.0 - I was trying to use it - but is seems to fail - probably because the new SDK does not support android 2.1(update) versions (SDK < 8 not support) - it is not official (or at least I could not find a reference for it) - so I submitted a defect to Facebook about that.
(cannot post the url for the defect yet - 8 more to go - but I can email it if needed.)
I do not want to leave 2.1 behind as long as I have the option (my phone is 2.1 nexus one!! )
Would love any tips about this issue. (I have tried hard to use the native sdk).
about the timing of when to popup the facebook login screen...
If I would not do that immediately - then there is a chance that exactly at the moment the user is trying to take a picture - I would have to popup the login screen - sound bad to me.
(On the other hand - I am pretty sure - nobody will have his first try of the app - during an event - he would probably try it at home first).
What do you think about this? should I postpone the login screen to a later time? or maybe I could show an explanation to the user before the login, for the reasons I want her/him to login with facebook?
Again thanks for the replay and the Google Play review
Nice!
Hi,
This is feedback to tell you that this App is really great! It simplifies life and creates a whole new Idea for picture Sharing. Well Done On the app but I would Like to Advice you to keep on adding features overtime and if you dont already have sharing over social networks, it may help! Well Done Again!,
Regards,
Tripplemin
tripplemin said:
Hi,
This is feedback to tell you that this App is really great! It simplifies life and creates a whole new Idea for picture Sharing. Well Done On the app but I would Like to Advice you to keep on adding features overtime and if you dont already have sharing over social networks, it may help! Well Done Again!,
Regards,
Tripplemin
Click to expand...
Click to collapse
Hi,
Thanks for the feedback
I do have sharing... you can share to all networks using the native android sharing menu.
Thanks for the feedback

Custom Device - Google Play Compatibility

Hello. I'm working on a custom device that is not on the market yet, and I am having issues getting it to work with Google Play. I have root access, so I was able to sideload GooglePlay.apk and GoogleServicesFramework.apk. However, I am forced to use Market Helper in order to download apps. I would like to bake in compatibility to the ROM itself, but am having issues.
I've tried modifying the build.prop to have dummy values for ro.product.{model,device,manufacturer}, as well as ro.hardware and ro.com.google.clientidbase. I feel like I'm close, but the device still fails to be accepted by Play without marker helper.
Any hints or advice are tremendously appreciated!
Sorry, can't help you with the problem.
But I am really interested in your custom device. Could you please tell us more about it?
Cool.
For those who encounter a similar problem, I will post the answer. Credit to (xkcd: Wisdom of the Ancients) for the idea.
edit: the policy of not posting outside links is really annoying. All links have the base: http: slash slash developer dot android dotcom , just add the relevant url and glue it together.
Anyway, here goes. Turns out the build.prop was not the limiting factor.
Explanation of the overall process:
- Developers create an app, and list certain features it depends on in the manifest.xml file located in the root of the apk. ( /guide/topics/manifest/uses-feature-element.html)
- When the Play Store is opened, a call is made to getSystemAvailableFeatures()
- This call is handled by an internal app called PackageManager - (/reference/android/content/pm/PackageManager.html)
-This app looks in /system/etc/permissions and parses the xml files to determine what hardware and software features the phone has. it then sends this list back to the play store. - see( /guide/practices/compatibility.html) and ( /google/play/filters.html )
- The play store then filters the apps, as per the links above.
How to modify this:
- What I’ve done is taken the files from /system/etc/permissions on a galaxy S2 Skyrocket (my personal device), and copied in all of them, without overwriting the already existing files. Now, google play works and allows the download of the same subset of apps as on the Skyrocket.
For those wondering how to include these files at compile time, here is the answer:
http://forum.xda-developers.com/showthread.php?t=2356046

[HACK] Allo for Android bypass authentication and have a look around the app (arm64)

THIS DOES NOT ALLOW YOU TO USE ALLO AS A SERVICE! IT USES DUMMY MESSAGES SO YOU CAN SEE WHAT THE APP IS LIKE!
USE THIS AT YOUR OWN RISK, GOOGLE MAY NOT LIKE IT
Allo for Android was leaked yesterday in APK form, as an internal early build release. When you launched the app on a compatible device, it shows a screen to authenticate via text, but the servers aren't actually sending out verification codes so you end up stuck in a loop.
I decompiled the app, and removed the method where the "Welcome" activity is launched, allowing the app to at least show the conversation screen, using Xposed. This could probably be achieved using Smali edits, but I haven't tried that.
I then tried to get the app to actually allow me to add users, but of course, as it was trying to connect via an account that was not authorised, that wouldn't work. So I took a different approach, and edited the database used by the app using Root Explorer + SQLite Editor to add dummy users, conversations and messages that way. I'll go into what I've worked out about the database in a later post, so you can trick your friends or something.
After that, I had pretty much full access to the offline features of the app (ie. those that didn't need a constant connection, messages still would not send), and could look around the app and its UI:
- Normal (1 to 1) conversations with other users
- Group conversations
- Incognito conversations
Stickers were working earlier on, but have since stopped loading. I can say however, that the default, included, stickers were not the only stickers available, as you could download two more packs. That was working around midday BST today but has since stopped, so either Google has blocked me or capped it entirely.
Anyway, below is some videos of the aforementioned features, as well as a couple of others.
https://www.youtube.com/watch?v=aI-kXmzhLeo&feature=youtu.be
https://www.youtube.com/watch?v=Y4mUKRtr4kg
There's some things I didn't mention:
The app appears to link your number to your account, which may mean tablets work too as long as you have a phone
You can send voice messages (I didn't cover this in the video because I assumed it was a voice input rather than a voice message)
You can send videos
Tapping a 1 to 1 conversation's image on the list opens information about the user, allowing you to call and send a message
Sharing images from other apps works the same as other messaging clients
Want to try this yourself?
You'll need Xposed and Titanium Backup (free is fine) to do this:
Download the Xposed Module and Titanium Backup file from GitHub here
Install the Xposed module, activate it and reboot
Open the TiBkp file using Titanium Backup, and restore app and data
Run Allo (it's been renamed from Messaging to Allo now)
Look around, but remember nothing actually works
Next job is to see if I can get onto Duo in the same way, although that will allow even less than Allo.
Database DIY (Adding your own dummy users, messages and conversations)
can't wait to try it !
Great work! I featured this on the XDA Portal as this is the first hands-on of the app I could find!
Stickers are working again, so here's all the stickers dumped in GIF form: http://imgur.com/a/cMqI2
Great freaking work. Only on Android....
I posted an update on Duo, SMS, Hangouts and the module on Reddit here: https://www.reddit.com/r/Android/co...d_database_modifications_to_make_allo/d3c6dd9
Doesn't work on my s4 running cm13, when restoring with titanium, it says the app was not installed
"Unfortunately Allo Allo has stopped" on my Galaxy S6 with Xposed and the module activated
Hopefully Google will start the server soon.
Accraze said:
Doesn't work on my s4 running cm13, when restoring with titanium, it says the app was not installed
Click to expand...
Click to collapse
Title.... arm64 only.
Tonight's update, same as Reddit:
What I've found out today:
- SMS and Hangouts, although hinted at in the code, cannot be enabled using Xposed at this time.
- I worked out how to make messages appear in the conversations using the database, YouTube video here
- Messages support text, images (GIF or normal), videos, stickers and YouTube links, with previews. YouTube links open in the app, not inline
- There appears to be a read receipt for messages, as well as sent ticks.
- As expected (it being an internal release), there's a lot of debug code in (but disabled by default, it's not a debug release) the app. AlloAllo enables it (see the video)
Xposed Module new APK
Massive document on how the database works and how to add your own stuff
Xposed Module Source
I'll do a proper writeup as a teardown tomorrow if I get the time, but Duo is pretty much a writeoff as it's pointless
Quinny899 said:
Tonight's update, same as Reddit:
What I've found out today:
- SMS and Hangouts, although hinted at in the code, cannot be enabled using Xposed at this time.
- I worked out how to make messages appear in the conversations using the database, YouTube video here
- Messages support text, images (GIF or normal), videos, stickers and YouTube links, with previews. YouTube links open in the app, not inline
- There appears to be a read receipt for messages, as well as sent ticks.
- As expected (it being an internal release), there's a lot of debug code in (but disabled by default, it's not a debug release) the app. AlloAllo enables it (see the video)
Xposed Module new APK
Massive document on how the database works and how to add your own stuff
Xposed Module Source
I'll do a proper writeup as a teardown tomorrow if I get the time, but Duo is pretty much a writeoff as it's pointless
Click to expand...
Click to collapse
Hey there, great work! If you want, we can feature your findings on the portal. Just send me a PM or post your findings here when you're ready with it!
:good:
Android 4.4.2
The app crash, when I start it. Please help
Android 4.4.2 would be the reason or your not Arm64
hey guys i need a way to download my profile picture out of google allo. I've deleted the original one and i cant seem to find an option to download it officially. Perhaps there's a location in the data partition where it's stored? Any ideas?
Thanks for it.
Quinny899 said:
Click to expand...
Click to collapse
thank you
I am rooted can any one point me in the direction of can any one point me where the allo stickerpacks all saved located on device as I have download them all can any one tells me where I have to look ps
do I need xposted?
Thanks

Issues with "Pre-Launch report" on Google Play Developer Console

I am just about to release a new version of my game - VR Puzzle Room.
Everything was going fine, then yesterday I uploaded a version to google play and the "Pre-Launch report" showed it crashing on 5 out of 6 devices.
I know it works on my device (Galaxy S8) but now I am not sure if my device is just a "lucky one" or if the pre-launch report is broken.
I cant find any other errors that seem to be related to my app, it just exits. This is the "issue" that is reported in the report:
Code:
Issue: Crash of app uk.co.softkitty.puzzleroom running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner.AndroidJUnitRunner}
Not very helpful, it looks like a generic test result. I've trawled through the logs and found something suspect though:
Code:
10-27 01:54:54.494: I/ViewInteraction(19677): Performing 'single click' action on view (with class name: is "android.widget.ImageButton" and with id: uk.co.softkitty.puzzleroom:id/ui_back_button ...............
To me that looks like the test runner is trying to "explore" my app, and the first thing it is doing is clicking the "exit" button in the Cardboard UI. But that button has been there for ages and this has only just started happening (it was working fine a couple of days ago). The main thing I can think of that might have caused this is that I recently updated Unity to the latest version, including the latest Google VR SDK, so that might have introduced a change that broke this.
Anyone else experiencing this?
Also if anyone is able to test that it runs on their phone that would be really helpful. Google play shows it crashing almost immediately after startup so if it gets further than that you know it "works".
You would need to sign up for Alpha Testing here, then make sure you have the Alpha version (because the "Live" one works fine):
Code:
https://play.google.com/apps/testing/uk.co.softkitty.puzzleroom
Just worried I'll release it and it wont work for loads of people.
Any help most appreciated.
Many Thanks!

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