Android Studio-断点调试-no executable code found at line android

本文详细介绍了在使用Android Studio进行断点调试时遇到的noexecutablecodefoundatlineandroid错误,以及如何通过清理缓存、重建项目和清除设备缓存来解决此问题。

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Android Studio-断点调试-no executable code found at line android

控制台提示 Not able to initialize class for SetValues

删除缓存,clean,清除c盘缓存均无效
只能是android设备的缓存了,删除了上次运行的app后重新运行调试,就可以了。

Flutter assets will be downloaded from https://storage.googleapis.com. Make sure you trust this source! Doctor summary (to see all details, run flutter doctor -v): [☠] Flutter (the doctor check crashed) X Due to an error, the doctor check did not complete. If the error message below is not helpful, please let us know about this issue at https://github.com/flutter/flutter/issues. X Error: Cannot find the executable for `where`. This can happen if the System32 folder (e.g. C:\Windows\System32 ) is removed from the PATH environment variable. Ensure that this is present and then try again after restarting the terminal and/or IDE. [√] Windows Version (Windows 10) [!] Android toolchain - develop for Android devices (Android SDK version 35.0.1) X cmdline-tools component is missing Run `path/to/sdkmanager --install "cmdline-tools;latest"` See https://developer.android.com/studio/command-line for more details. X Android license status unknown. Run `flutter doctor --android-licenses` to accept the SDK licenses. See https://flutter.dev/to/windows-android-setup for more details. [X] Chrome - develop for the web (Cannot find Chrome executable at .\Google\Chrome\Application\chrome.exe) ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable. [X] Visual Studio - develop Windows apps X Visual Studio not installed; this is necessary to develop Windows apps. Download at https://visualstudio.microsoft.com/downloads/. Please install the "Desktop development with C++" workload, including all of its default components [√] Android Studio (version 2024.3) [√] VS Code (version 1.98.1) [√] Connected device (1 available) [√] Network resources ! Doctor found issues in 4 categories.
最新发布
03-13
### Cocos2d-x 3 Project Setup and Configuration in Android Studio For integrating or migrating a Cocos2d-x version 3 project into Android Studio, several steps must be carefully followed to ensure compatibility and functionality. The process involves setting up the environment correctly within Android Studio while ensuring that all dependencies are properly managed. #### Preparing Environment Ensure that both CMake and NDK (Native Development Kit) support is enabled in Android Studio settings since these tools play crucial roles during compilation processes involving native code like those found in Cocos2d-x applications[^1]. #### Importing Existing Projects To import existing Cocos2d-x projects: - Open Android Studio. - Select `File` -> `New` -> `Import Project`. - Navigate through directories until reaching where the root folder of your Cocos2d-x application resides; select it then proceed with importing instructions provided by IDE wizards[^2]. #### Configuring Build System Adjustments might need making inside build.gradle files located under different paths depending on whether adjustments pertain specifically towards app-level configurations (`app/build.gradle`) versus global ones affecting entire workspace (`project-root/build.gradle`). Key points include specifying correct versions for Gradle plugins alongside configuring external libraries such as Box2D physics engine used extensively across many games built using this framework. ```gradle // Example snippet from app/build.gradle file showing dependency inclusion dependencies { implementation 'org.cocos2dx:cocos2dx:...' } ``` #### Handling Native Code Compilation via CMakeLists.txt Within each module containing CPP source codes associated directly with game logic implementations, there should exist corresponding CMakeLists.txt documents defining rules about how object files get generated out of raw sources before linking them together forming final executable binaries suitable for deployment onto target devices running Android OS platforms. ```cmake # Sample content extracted from typical CMakeLists.txt utilized within modules having direct ties back toward core functionalities offered by Cocos2d-x SDK itself add_library( # Sets name of library being created native-lib # Declares type of artifact produced after successful completion of building phase SHARED src/main/cpp/native-lib.cpp ) find_library( log-lib log ) target_link_libraries( # Specifies order in which linked items appear relative against one another when generating output binary artifacts later down line native-lib ${log-lib} ) ```
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