Android Build Response times

Have you noticed how painfully slow it is to do an Android build?

We figured out the problem. We fixed it and improved build times by a factor of almost 10. But then it broke something else.

Why I am telling you that.

Because we found out what the issue is that causes the severe slow response times in our Android builds … Now hopefully, once we have it resolved, we can introduce it to you guys and get faster response times.

Carlos

[import]uid: 24 topic_id: 7959 reply_id: 307959[/import]

Excellent… I was just thinking about asking about this after the 10+ minute build for a simple test app… :slight_smile: [import]uid: 28534 topic_id: 7959 reply_id: 28854[/import]

How long should a build take? [import]uid: 49205 topic_id: 7959 reply_id: 34916[/import]

I’ve been trying for an hour to get an Android build of my game. About 7am this morning I was able to build but now every build times out. [import]uid: 9046 topic_id: 7959 reply_id: 66689[/import]

Are you still having problems? Android builds are working for me. We have a couple build servers and one may be having a problem.

Can you do an iOS build? [import]uid: 7559 topic_id: 7959 reply_id: 66700[/import]

It’s odd, I can’t build when I include ogg sound files but with mp3 or caf it builds just fine. For now I’m switching my Android version to wav files.
[import]uid: 9046 topic_id: 7959 reply_id: 66709[/import]

And yes, IOS builds fine… [import]uid: 9046 topic_id: 7959 reply_id: 66710[/import]

Nevermind, I still can’t get Android to build. The build just freezes and I have to force quit to get it off the screen (after 5 minutes of waiting each time) [import]uid: 9046 topic_id: 7959 reply_id: 66720[/import]

I’m confused. You first mentioned that you could build your Android project and now you can’t and it’s because of the sound files? How did that build before?

Do you see any error messages in the terminal when you do the build and it hangs?

You might want to check the build.settings file and make sure the Android section is correct. You could rename the file and try doing a test build to see if that is causing problems.

Also, check the app name and make sure there is no ASCII characters. It’s best to use only alphanumeric characters in the name.

It would be good to understand what is causing the hang so we can fix it. [import]uid: 7559 topic_id: 7959 reply_id: 66729[/import]

Here is what I did.
New app for iphone built and released into the app store fine.
I want to port an Android version, so I tried to just build for Android (knowing the ios caf sound files wouldn’t play) but I wanted to see what would break.
The app built fine, but no sound - just as expected.

So I then converted all the caf files to oggs, it won’t build.
I then tried converting the oggs to wav, it won’t build.

So then I tried taking the sound engines out completely - still won’t build.

I’m at a loss. Still trying a few things but it shouldn’t be this hard. I’ve been developing with Corona over a year and this is the first real build issue I’ve had. [import]uid: 9046 topic_id: 7959 reply_id: 66752[/import]

I still cannot build this for Android - I just changed all of my sound files to wav but the build just locks up and I have to force quit. Do you guys have any sort of logs or anything, the terminal log doesn’t say anything helpful about why the build just goes off into cyberspace…
[import]uid: 9046 topic_id: 7959 reply_id: 66758[/import]

If you remove all the sound files, does it build?

Are you loading any sound files in subdirectories?

Does it build if you go back to .caf files?

If it hangs because of the sound files, I’m thinking the simulator is trying to build the apk and is getting hung up trying to include the files. The “Connecting to Server” message only goes away after the data is returned from the server and the app is built (locally) and signed.

If we can reproduce the problem, we can add a check for it in Corona and eliminate the hang. [import]uid: 7559 topic_id: 7959 reply_id: 66763[/import]

It will build with caf files, won’t build with wav or ogg.
No subfolders inside the app

I just copied the iOS folder again and made it into an Android version folder by pasting in my wav files and changing the sound code to match the suffix - no build…

[import]uid: 9046 topic_id: 7959 reply_id: 66784[/import]

When I remove all the audio files from the folder it builds. What now? I’m trying to include 128kbs mp3 file at 33k hz [import]uid: 9046 topic_id: 7959 reply_id: 66826[/import]

I can build without any problems when I include MP3 or WAV files in my projects. Are you using 16-bit WAV files? Also, the 33 kHZ is an odd rate and may not work (devices generally support 22K and 44K).

Can you file a bug report and include one or two of your sound files. Can you generate a small sample app that also shows the problem?

Thanks,
Tom [import]uid: 7559 topic_id: 7959 reply_id: 66833[/import]

I figured it out - just now.
After all day of banging my head against the wall, here was the problem.
My sound files names began with numbers.
1sound.mp3, 2sound.mp3, etc…

Worked fine in iOS, but the android build hated it I guess. So I changed some code around and named the files sound1.mp3, sound2.mp3, etc. and everything builds fine now.

What a waste of a day! [import]uid: 9046 topic_id: 7959 reply_id: 66834[/import]

oh ****t - we have that documented that you can’t start a file name with a 1 or java reserved words. somehow i thought you had that covered and i didn’t jump in.

egad.

c. [import]uid: 24 topic_id: 7959 reply_id: 66835[/import]

Tom, one of my co-workers, just told me that the build process should have caught that and that’s what I meant to say, the build system does catch for that and since it didn’t i figured it was something else. so, looks like we may have a bug here somewhere.

glad though you figure it out after losing most of your hair (or what’s left of it)

/JK :slight_smile:

carlos [import]uid: 24 topic_id: 7959 reply_id: 66838[/import]

I’ve actually used that method a few times before even in some older Android apps already published with no problems, and since the iphone version built and published fine in the app store I didn’t even think of it until a bit ago.

I wish the terminal window would have at least logged it, but I got nothing but a hung building process. A simple “Files can’t start with a number” error would have saved me some time…

Thanks for your help everyone!

Rich [import]uid: 9046 topic_id: 7959 reply_id: 66840[/import]

We do have code to validate bad file names in Android but for some reason this didn’t get caught. It should not allow you to do a build with an invalid name. I’ll file a bug to get this fixed. Thanks for helping to resolve the problem.
[import]uid: 7559 topic_id: 7959 reply_id: 66841[/import]