Game Development Reference
In-Depth Information
Preparing to run org.cocos2d.HelloSpriteBuilder on device
cd25acab
4516 KB/s (17771319 bytes in 3.842s)
pkg: /data/local/tmp/HelloSpriteBuilderAndroid-debug.apk
Success
Tip If you get aborted transfers or a dialog saying that “transfer quit unexpec-
tedly,” you should open Xcode Preferences and switch to the Apportable tab to
uncheck the Enable MTP transfers check box. If you receive a message indicat-
ing “no provisioned Android devices connected,” know that the error is mis-
leading. It's trying to tell you that there's simply no Android device with USB
debugging enabled connected and that Xcode couldn't find one. There's no pro-
visioning necessary for Android development. If restarting Xcode doesn't fix it,
follow the connectivity troubleshooting tips just before Figure 13-11 .
If transfer was successful, the app will begin launching. You'll see a lot of things logged
to the console. You can safely ignore everything in the log up until the point where Co-
cos2D begins to initialize. This will be indicated by the line that prints the Cocos2D pro-
ject name and version number, such as:
D/HelloSpriteBuilder(28956): cocos2d: Cocos2D-Swift version
3.3.0-develop
Following that will be some system and OpenGL specifications. From this point onward,
the log will contain almost exactly the same text as you'll see when you launch the app on
an iOS device or the iOS Simulator. There's only one line I like to point out that's
Android specific:
I/Choreographer(28956): Skipped 159 frames!
The application may be doing too
much work on its main thread.
It's quite normal for an app to skip one or two hundred frames or so when launching.
Though it's the same as on iOS: if an app takes too long to launch, it may be terminated
by the OS. On iOS “too long” is defined as 10 seconds. And 180 frames equals 3 seconds.
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