I am very happy to see i can use my Pc for Android Native Builds but when trying to experiment a bit, it didnt seem to work as well as on IOS. I narrowed it down and it seems to with cleaning the build.
EDT SOLUTION IS END OF THIS POST
If you open up the simple lua extension sample, deploy it using “run app” , then remove all the lua lines for the briding code apart from
local booleanValue
local numericValue
local stringValue
local collection
booleanValue = myTests.getRandomBoolean()
myTests.printBoolean(booleanValue)
deploy it again using “run app” , the build fails and reports with this:
*********************************************************************
D/libEGL: loaded /system/lib/egl/libGLESv2_mali.so
[01-04 19:41:33.421 12969:12969 D/ ]
Creating frame builder… frame skipping rate: 0
D/OpenGLRenderer: Enabling debug mode 0
[01-04 19:41:33.521 12969:12986 D/ ]
Creating frame builder… frame skipping rate: 0
D/dalvikvm: Note: class Landroid/opengl/GLWrapperBase; has 250 unimplemented (abstract) methods
V/GLSurfaceView: glGetString(7937) returns Mali-400 MP;
I/Corona: This application failed to load and execute main.lua
A/libc: Fatal signal 11 (SIGSEGV) at 0x00000008 (code=1), thread 12986 (Thread-1450)
Application terminated.
*********************************************************************
i try several times and always fails. If i rebuild app, then deploy using “run app” it works
EDIT I found the issue and the solution is at the end of this. ( i found this on this forum from a while ago sp perhaps the samples could be updated )
Add this in build gradle (app) :
in the " task cleanAssets"
delete “$projectDir/build/intermediates/jniLibs”
Dont forget to sync gradle after adding this line or it wont update the build code