Darrell, a couple of factors maybe affecting you.
1) I would validate that you can access the device via Android debug monitor - ADB, you should be able to see your device, if not the rho build will not be able to load the apk either.
2) I would check the android SDK's you installed - Android 2.3.3 is API 10, 4.2.2 is API 17, I installed API - 10 to 18 as you will want to have the ability to support older devices.
3) you mentioned the app failed - I would enable debug (look at the rhoconfig.txt) and pull the log to get more specific information on the failure
Hope this helps narrow down the issue.
Unrelated to your present problem but here was your first mistake:
Set up a new box, with windows 7 x64 this weekend and applied all updates.
Windows is by far the inferior of 3 possible platforms for doing Rhodes development.
If you are going to build for OSX, you *have* to use a Mac.
If not, then Linux is a far better choice that will give you fewer compatibility issues.
You may need Windows if you are developing for Microsoft platforms. But in that case, if you are doing cross-platform development, I'd install a VM on OSX.
Yes, my goal is to create an app(s) for my inmate management system that will be easily ported to run on android, ios and windows mobile. I've worked on everything from MAI, AIX, HPUX, Unix, and for the last 20 years windows. But not once have I powered up a Mac
My thought was that I could develop (mostly proof of concept at the moment) my app for android, and if all the functionality I needed could be reproduced then I would try and port it to windows and IOS. Can the project(s) once functioning on these devices be imported to a Mac development enviorment and built for the ios with little code changes?
Is the only option for me to buy a Mac and just start there with the RhoMobile suite?
RhoMobile has some kind of a remote build server you can use (not sure if that's still true for 4.0, though) to build for OSX but it's not a great ongoing solution - you should be able to build for all platforms locally.
You can't build for iOS on Linux or Windows. And you can't run iOS on a non-Apple machine or in a VM on a non-Apple machine. (At least not legally, and a Hackintosh is IMO not worth the trouble and jeopardizes your iOS developer agreement.)
Sure, you can import the project to a Mac and rebuild, but if you do not test on all platforms from the start, you might not know where to start with compatibility issues. Since Rhodes uses HTML/CSS/JS for UI, you are dependent on platform differences in that area, and it's quite easy to be led astray into incompatible HTML/CSS/JS if you are not testing all along.
You are better off with a Mac because then you can cover all bases on one machine. Install VMWare and you can run Windows quite nicely.
Linux is the native environment for Android development, but OSX is close enough that the same toolset is available and works the same. I'd recommend using HomeBrew to set-up the typical Linux command-line tools that are missing, and rvm for manging Ruby environments.
Any Mac with an i5 or i7 will do a great job. Mac Minis are relatively affordable (but not Windows-desktop affordable...), especially if you have an existing monitor or monitors, and you could probably go back one generation (to 2011) and get decent performance. I use a 2012 i7.
OSX is based on BSD, so with your Unix experience the command-line will be very familiar.
It appears I have everything installed correctly, I downloaded and installed latest version of eclipse and was able to build and deploy a simple "hello world" app to the device.
But I still cant get anything to run and now even build in RhoMobile Studio.
I uninstalled it and reinstalled (x86 version).
I create a new app, don't change anything, and deploy to emulator and it works, but the build fails when I deploy to the device. I think it may have something to do with not being able to select the min/max and target compile device.
I made some changes to the build.xml but it seems to totally ignore what target I have set (just guessing this is where I set it)
Is there any tutorial on how to get this installed/configured to build and target android app? I googled and youtubed my butt off, but everything seems to be the really older releases (v2) using really old r4
You should set android version in build.yml file (place in application folder)
for adnroid version 4.1.1 it should be looks like as
also try installed targets in adnroid sdk manager, target for version 4.1.1 should be installed
thank you for taking the time to reply, I did change it to 4.0, and 4.1.1 and looking in the build log it was still targeting 4.3 until I used the sdk manager and uninstalled 4.3 and 4.2, then it was targeting 4.0. It was acting like it was ignoring what was in the build.yml and looking for the highest installed sdk and using that? I'm new to this so I could have just messed up the build.yml file. but I did uninstall and reinstall fresh several times with the same result even with new projects.
as soon as I can verify that I can write a simple app that will read a barcode, decipher it if its on a camera based hand held, then query a web service using the same code but built for both an android device and one of my MC75's I will have enough proof of concept to pull the trigger on purchasing a MacBook pro. It will be my first dive into mac world, so should be fun
1. Rhodes build script always uses latest available Android SDK target. Backward compatibility is supported at runtime down to at least 2.3.3. It is strongly recommended to have 4.2 or 4.3 target installed.
2. android: version: x.x.x value at build.yml configures version of android emulator which will be ran. No more, just it. Sorry for confusing name.
3. try to run just before starting your app
$adb -d logcat
from console and collect the output. adb is Android SDK tool so it should be in $PATH or you need to provide full path in command line
Please, post the logs here. Also I possibly need the application you trying to run (without bin folder)
One of the steps taken "Downloaded and installed android SDK/ADT Bundle R9" is somewhat an overkill as it includes Ecplise and so does RhoMobile Suite. It may create some confusion.
Anyhow, would you be able to provide the build log exhibiting the error?