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1  Game Development / Networking & Multiplayer / Re: LibGDX - TCP for all platforms on: 2013-07-29 20:12:15
It has to do with the emulator itself. I learned this after spending two hours doing trial and error on a rcon client for android just to find the emulator caused it. Glad to here it works. Good luck on your game!
2  Game Development / Networking & Multiplayer / Re: LibGDX - TCP for all platforms on: 2013-07-29 20:06:27
Is the server running on the computer you are running the emulator from? If it is try using the computers internal ip address (ex: 192.168.1.x) instead of localhost
3  Game Development / Networking & Multiplayer / Re: LibGDX - TCP for all platforms on: 2013-07-29 19:52:16
Can you try to post the stacktrace from LogCat here, I can't do much without it.
4  Game Development / Networking & Multiplayer / Re: LibGDX - TCP for all platforms on: 2013-07-29 18:14:07
About the android app crash try adding this to the Android app's manifest file:
<uses-permission android:name="android.permission.INTERNET" />

I am also developing a game in LibGDX. Since I want to maintain full cross-platform I use this to create a socket:
1  
Socket socket = Gdx.net.newClientSocket(Protocol.TCP, hostname, port, SocketHints hint)


The socket is Gdx.net.Socket
The hostname is a string
The port is an integer
The SocketHints are custom options for the socket, set it to null to use the system's defaults

The socket has a getInputStream() and getOutputStream() methods which give you a java.io.InputStream and java.io.OutputStream

Hope this helps!
5  Game Development / Newbie & Debugging Questions / [JAVA] [LWJGL] [OPENGL] Fatal Exception Occurs on startup. on: 2012-01-20 02:46:03
Stack: [0x00000000022a0000,0x00000000023a0000],  sp=0x000000000239f180,  free space=1020k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [ig4icd64.dll+0x3ee1f]

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  org.lwjgl.opengl.WindowsContextImplementation.nMakeCurrent(Ljava/nio/ByteBuffer;Ljava/nio/ByteBuffer;)V+0
j  org.lwjgl.opengl.WindowsContextImplementation.makeCurrent(Lorg/lwjgl/opengl/PeerInfo;Ljava/nio/ByteBuffer;)V+7
j  org.lwjgl.opengl.ContextGL.makeCurrent()V+46
j  org.lwjgl.opengl.DrawableGL.makeCurrent()V+14
j  org.lwjgl.opengl.Display.makeCurrent()V+3
j  org.lwjgl.opengl.Display.makeCurrentAndSetSwapInterval()V+0
j  org.lwjgl.opengl.Display.setDisplayMode(Lorg/lwjgl/opengl/DisplayMode;)V+70
j  org.lwjgl.util.Display.setDisplayMode([Lorg/lwjgl/opengl/DisplayMode;[Ljava/lang/String;)Lorg/lwjgl/opengl/DisplayMode;+120
j  com.jca2323.BlockWarz.GameMenu.setDisplayMode()Z+98
j  com.jca2323.BlockWarz.GameMenu.init()V+1
j  com.jca2323.BlockWarz.Client.BlockWarzGame.init()V+93
j  com.jca2323.BlockWarz.Client.BlockWarzGame.<init>(ZLjava/lang/String;Ljava/lang/String;)V+53
j  com.jca2323.BlockWarz.Main.main([Ljava/lang/String;)V+60
v  ~StubRoutines::call_stub

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