Graphics 2.0 compatibility mode: no display on Android device

Thanks Rob! Brent asked me to check out a problem the problem I was having, and I encountered the newText issue. Thank you for the confirmation! So good!

Hey Rob, 

I’m having the same issue, only after the build 2131 it still appears not to work. 

my logcat shows:

V/Corona  ( 5050): > Class.forName: network.LuaLoader

V/Corona  ( 5050): < Class.forName: network.LuaLoader

V/Corona  ( 5050): Loading via reflection: network.LuaLoader

I/Corona  ( 5050): Platform: SM-T210 / ARM Neon / 4.1.2 / GC1000 core / OpenGL ES 2.0

V/Corona  ( 5050): > Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): < Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): Loading via reflection: CoronaProvider.licensing.google.LuaLoader

I/Corona  ( 5050): Runtime error

I/Corona  ( 5050): ?:0: attempt to index a nil value

I/Corona  ( 5050): stack traceback:

I/Corona  ( 5050):     ?: in function <?:24>

I/Corona  ( 5050):     ?: in function ‘dispatchEvent’

I/Corona  ( 5050):     ?: in function ‘gotoScene’

I/Corona  ( 5050):     ?: in main chunk

 

 

 

except I don’t have any issues in that area…The Create scene function is line 24. In the Main.lua I only use a GotoStatment. Works like a charm on IOS, but android is bugging me.   <_<

 

Samsung Tab 3 7 inch 

CoronaSDK 2014.2187  2014.02.27  

 

[lua]local storyboard = require “storyboard”

local scene = storyboard.newScene()

local json = require(“json”)

local mime = require( “mime” )

local widget = require(“widget”)

require “sqlite3”

local connection = require(“testconnection”)

local ads = require “ads”

    local scalex = display.contentScaleX

    local scaley = display.contentScaleY

    local _W = display.contentWidth

    local _W_2 = _W/2

    local _H = display.contentHeight

    local _H_2 = _H/2

    local error_text

    

– Called when the scene’s view does not exist:

function scene:createScene( event )

    local localGroup = self.view    

    

    local background = display.newImageRect( “backgrass.pngt”,900,1425 )

    background.x = _W_2

    background.y = _H_2        

    localGroup:insert( background )

    local backgroundF = display.newImageRect( “WCheader.pngt”,800,200 )

    backgroundF.x = _W_2

    backgroundF.y = 100 

    localGroup:insert( backgroundF)

    

    local Hand = display.newImageRect( “hand.pngt”,256,256 )

    Hand.x = _W_2

    Hand.y = _H-320 

    localGroup:insert( Hand)

    

    local handtext = display.newText(“To keep the app free, please click the ad!”, 0,0, native.systemFont, 32);

    handtext.x = _W_2

    handtext.y = _H-440

    handtext:setFillColor(1)

    localGroup:insert( handtext )    

    

end

[/lua]

The line 24 isn’t in your code.  It’s in the storyboard module.   You have a nil coming from somewhere where you are calling storyboard.gotoScene().  You didn’t post enough code to try and figure it out. 

Rob

this is my main.lua, where I call on the login.lua or homescreen.lua depending on the user name present in the db. 

hope this helps, If you need any more code please ask.

[lua]

– hide device status bar

display.setStatusBar( display.HiddenStatusBar )

– require controller module

local storyboard = require “storyboard”

require “sqlite3”

    ------------------

    – Open DB connection

    ------------------

    path = system.pathForFile(“data1.db”, system.DocumentsDirectory)

    db = sqlite3.open( path )

    

    tablesetup = [[CREATE TABLE IF NOT EXISTS usergeg (user_id, email);]]

    db:exec( tablesetup )

    

    query_user = [[SELECT * FROM usergeg]]

    for col1 in db:urows(query_user)do

    _G.curr_user = col1

    end    

    

    if _G.curr_user == nil then

    storyboard.gotoScene( “login” , “fade”, 50 )

    else

    storyboard.gotoScene( “homescreen” , “fade”, 50 )

    end

[/lua]

I’ve also tried it with this code in my main.lua, and I got the same error on the android device’s catlog:

[lua]

– hide device status bar

display.setStatusBar( display.HiddenStatusBar )

– require controller module

local storyboard = require “storyboard”

require “sqlite3”

    storyboard.gotoScene( “login” )

[/lua]

Hey Rob, 

I’m having the same issue, only after the build 2131 it still appears not to work. 

my logcat shows:

V/Corona  ( 5050): > Class.forName: network.LuaLoader

V/Corona  ( 5050): < Class.forName: network.LuaLoader

V/Corona  ( 5050): Loading via reflection: network.LuaLoader

I/Corona  ( 5050): Platform: SM-T210 / ARM Neon / 4.1.2 / GC1000 core / OpenGL ES 2.0

V/Corona  ( 5050): > Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): < Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): Loading via reflection: CoronaProvider.licensing.google.LuaLoader

I/Corona  ( 5050): Runtime error

I/Corona  ( 5050): ?:0: attempt to index a nil value

I/Corona  ( 5050): stack traceback:

I/Corona  ( 5050):     ?: in function <?:24>

I/Corona  ( 5050):     ?: in function ‘dispatchEvent’

I/Corona  ( 5050):     ?: in function ‘gotoScene’

I/Corona  ( 5050):     ?: in main chunk

 

 

 

except I don’t have any issues in that area…The Create scene function is line 24. In the Main.lua I only use a GotoStatment. Works like a charm on IOS, but android is bugging me.   <_<

 

Samsung Tab 3 7 inch 

CoronaSDK 2014.2187  2014.02.27  

 

[lua]local storyboard = require “storyboard”

local scene = storyboard.newScene()

local json = require(“json”)

local mime = require( “mime” )

local widget = require(“widget”)

require “sqlite3”

local connection = require(“testconnection”)

local ads = require “ads”

    local scalex = display.contentScaleX

    local scaley = display.contentScaleY

    local _W = display.contentWidth

    local _W_2 = _W/2

    local _H = display.contentHeight

    local _H_2 = _H/2

    local error_text

    

– Called when the scene’s view does not exist:

function scene:createScene( event )

    local localGroup = self.view    

    

    local background = display.newImageRect( “backgrass.pngt”,900,1425 )

    background.x = _W_2

    background.y = _H_2        

    localGroup:insert( background )

    local backgroundF = display.newImageRect( “WCheader.pngt”,800,200 )

    backgroundF.x = _W_2

    backgroundF.y = 100 

    localGroup:insert( backgroundF)

    

    local Hand = display.newImageRect( “hand.pngt”,256,256 )

    Hand.x = _W_2

    Hand.y = _H-320 

    localGroup:insert( Hand)

    

    local handtext = display.newText(“To keep the app free, please click the ad!”, 0,0, native.systemFont, 32);

    handtext.x = _W_2

    handtext.y = _H-440

    handtext:setFillColor(1)

    localGroup:insert( handtext )    

    

end

[/lua]

The line 24 isn’t in your code.  It’s in the storyboard module.   You have a nil coming from somewhere where you are calling storyboard.gotoScene().  You didn’t post enough code to try and figure it out. 

Rob

this is my main.lua, where I call on the login.lua or homescreen.lua depending on the user name present in the db. 

hope this helps, If you need any more code please ask.

[lua]

– hide device status bar

display.setStatusBar( display.HiddenStatusBar )

– require controller module

local storyboard = require “storyboard”

require “sqlite3”

    ------------------

    – Open DB connection

    ------------------

    path = system.pathForFile(“data1.db”, system.DocumentsDirectory)

    db = sqlite3.open( path )

    

    tablesetup = [[CREATE TABLE IF NOT EXISTS usergeg (user_id, email);]]

    db:exec( tablesetup )

    

    query_user = [[SELECT * FROM usergeg]]

    for col1 in db:urows(query_user)do

    _G.curr_user = col1

    end    

    

    if _G.curr_user == nil then

    storyboard.gotoScene( “login” , “fade”, 50 )

    else

    storyboard.gotoScene( “homescreen” , “fade”, 50 )

    end

[/lua]

I’ve also tried it with this code in my main.lua, and I got the same error on the android device’s catlog:

[lua]

– hide device status bar

display.setStatusBar( display.HiddenStatusBar )

– require controller module

local storyboard = require “storyboard”

require “sqlite3”

    storyboard.gotoScene( “login” )

[/lua]