Unknown command target android bulldozer windows

I am getting this error while running the command

C:\Users\ankit\Desktop\test>buildozer android debug
Traceback (most recent call last):
File «C:\Program Files\Python36\Scripts\buildozer-script.py», line 11, in
load_entry_point(‘buildozer’, ‘console_scripts’, ‘buildozer’)()
File «c:\users\ankit\buildozer\buildozer\scripts\client.py», line 13, in main
Buildozer().run_command(sys.argv[1:])
File «c:\users\ankit\buildozer\buildozer_init_.py», line 122, in init
self.config.read(filename)
File «c:\program files\python36\lib\configparser.py», line 696, in read
self._read(fp, filename)
File «c:\program files\python36\lib\configparser.py», line 1077, in _read
raise MissingSectionHeaderError(fpname, lineno, line)
configparser.MissingSectionHeaderError: File contains no section headers.
file: ‘buildozer.spec’, line: 1
‘[app]\n’

I have Python 3.7 and Windows 7 x64, and I did:

pip install kivy buildozer

It works, and I can successfully run a hello world example on my Windows machine:

from kivy.app import App
from kivy.uix.button import Button
class TestApp(App):
    def build(self):
        return Button(text='hello world')
if __name__ == '__main__':
    TestApp().run()

Then I created a buildozer file with:

buildozer init

and modifier the .spec file to use the right main.py.

But then:

buildozer android debug

fails:

Unknown command/target android

How to compile an APK with Kivy + Buildozer on Windows?

asked Feb 5, 2020 at 13:40

Basj's user avatar

1

According to the documentation:

  • Android: via Python for Android. You must have a Linux or OSX computer to be able to compile for Android.
  • iOS: via Kivy iOS. You must have an OSX computer to be able to compile for iOS.
  • Supporting others platform is in the roadmap (such as .exe for Windows, .dmg for OSX, etc.)

So, Windows is in the roadmap, but who knows when that might happen. Until then, you can use something like VirtualBox to run Linux on your Windows machine and run buildozer there.

answered Feb 5, 2020 at 20:19

John Anderson's user avatar

John AndersonJohn Anderson

36.1k4 gold badges13 silver badges36 bronze badges

Just to add to John’s answer — there is one other way to do this using Google Colab! In my experience this has been quite a convenient way to generate apk files.

To achieve this, create a new Google Colab File. Upload your required files to the Colab space (These files will not be saved in the long run!). Then follow the next steps:

In Google Colab install buildozer, cython and other requirements using the following code:

!pip install buildozer
!pip install cython==0.29.21
!sudo apt-get install -y \
    python3-pip \
    git \
    python3 \
    python3-dev\
    ffmpeg \
    libsdl2-dev \
    libsdl2-image-dev \
    libsdl2-mixer-dev \
    libsdl2-ttf-dev \
    libportmidi-dev \
    libswscale-dev \
    libavformat-dev \
    libavcodec-dev \
    zlib1g-dev
!sudo apt-get install -y \
    libgstreamer1.0 \
    gstreamer1.0-plugins-good
!sudo apt-get install build-essential libsqlite3-dev sqlite3 bzip2 libbz2-dev zlib1g-dev libssl-dev openssl libgdbm-dev libgdbm-compat-dev liblzma-dev libreadline-dev libncursesw5-dev libffi-dev uuid-dev libffi6

!sudo apt-get install libffi-dev
!buildozer init

Now a buildozer.spec file will be generated, you can adjust this to all your needs. This generally has plenty of documentation online, so I assume this is known.

Then in the colab file run

!buildozer -v android debug

Lastly followed by

!buildozer android clean

To generate an APK file that is usable.

This has worked quite successfully for me to generate android APK files.

Source

answered May 22 at 6:47

Wickea's user avatar

WickeaWickea

761 silver badge5 bronze badges

Здравствуйте. Помогите пожалуйста. 
При попытке упаковать данный код получаю ошибку:
            код: 

<code lang="python">

</code>import kivy
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.textinput import TextInput

class MainApp(App):
    def build(self):
        self.operators = ["/", "*", "+", "-"]
        self.last_was_operator = None
        self.last_button = None
        main_layout = BoxLayout(orientation="vertical")
        self.solution = TextInput(
         multiline=False, readonly=True,  font_size=55
        )
        main_layout.add_widget(self.solution)
        buttons = [
            ["7", "8", "9", "/"],
            ["4", "5", "6", "*"],
            ["1", "2", "3", "-"],
            [".", "0", "C", "+"],
        ]
        for row in buttons:
            h_layout = BoxLayout()
            for label in row:
                button = Button(
                    text=label,
                    pos_hint={"center_x": 0.5, "center_y": 0.5},
                )
                button.bind(on_press=self.on_button_press)
                h_layout.add_widget(button)
            main_layout.add_widget(h_layout)

        equals_button = Button(
            text="=", pos_hint={"center_x": 0.5, "center_y": 0.5}
        )
        equals_button.bind(on_press=self.on_solution)
        main_layout.add_widget(equals_button)

        return main_layout

    def on_button_press(self, instance):
        current = self.solution.text
        button_text = instance.text

        if button_text == "C":
            # Очистка виджета с решением
            self.solution.text = ""
        else:
            if current and (
                self.last_was_operator and button_text in self.operators):
                # Не добавляйте два оператора подряд, рядом друг с другом
                return
            elif current == "" and button_text in self.operators:
                # Первый символ не может быть оператором
                return
            else:
                new_text = current + button_text
                self.solution.text = new_text
        self.last_button = button_text
        self.last_was_operator = self.last_button in self.operators

    def on_solution(self, instance):
        text = self.solution.text
        if text:
            solution = str(eval(self.solution.text))
            self.solution.text = solution


if __name__ == "__main__":
    app = MainApp()
    app.run()

и ошибка:

 C:\Users\алексей>buildozer -v android debug
Traceback (most recent call last):
  File "e:\питон\lib\runpy.py", line 193, in _run_module_as_main
    return _run_code(code, main_globals, None,
  File "e:\питон\lib\runpy.py", line 86, in _run_code
    exec(code, run_globals)
  File "E:\питон\Scripts\buildozer.exe\__main__.py", line 7, in <module>
  File "e:\питон\lib\site-packages\buildozer\scripts\client.py", line 13, in main
    Buildozer().run_command(sys.argv[1:])
  File "e:\питон\lib\site-packages\buildozer\__init__.py", line 131, in __init__
    self.config.read(filename, "utf-8")
  File "e:\питон\lib\configparser.py", line 697, in read
    self._read(fp, filename)
  File "e:\питон\lib\configparser.py", line 1082, in _read
    raise MissingSectionHeaderError(fpname, lineno, line)
configparser.MissingSectionHeaderError: File contains no section headers.
file: 'buildozer.spec', line: 1
'\ufeff[app]\n'

Что сделать что бы она не появлялась? Уже месяц не могу решения найти.
 Работаю только под ОС Виндовс, т.к. установить 
Люникс не имею возможности за неимением 
на своем ПК достаточного места

Issue

I have Python 3.7 and Windows 7 x64, and I did:

pip install kivy buildozer

It works, and I can successfully run a hello world example on my Windows machine:

from kivy.app import App
from kivy.uix.button import Button
class TestApp(App):
    def build(self):
        return Button(text='hello world')
if __name__ == '__main__':
    TestApp().run()

Then I created a buildozer file with:

buildozer init

and modifier the .spec file to use the right main.py.

But then:

buildozer android debug

fails:

Unknown command/target android

How to compile an APK with Kivy + Buildozer on Windows?

Solution

According to the documentation:

  • Android: via Python for Android. You must have a Linux or OSX computer to be able to compile for Android.
  • iOS: via Kivy iOS. You must have an OSX computer to be able to compile for iOS.
  • Supporting others platform is in the roadmap (such as .exe for Windows, .dmg for OSX, etc.)

So, Windows is in the roadmap, but who knows when that might happen. Until then, you can use something like VirtualBox to run Linux on your Windows machine and run buildozer there.

Answered By — John Anderson

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[app]
 
# (str) Title of your application
title = My Application
 
# (str) Package name
package.name = myapp
 
# (str) Package domain (needed for android/ios packaging)
package.domain = org.test
 
# (str) Source code where the main.py live
source.dir = .
 
# (list) Source files to include (let empty to include all the files)
source.include_exts = py,png,jpg,kv,atlas
 
# (list) List of inclusions using pattern matching
#source.include_patterns = assets/*,images/*.png
 
# (list) Source files to exclude (let empty to not exclude anything)
#source.exclude_exts = spec
 
# (list) List of directory to exclude (let empty to not exclude anything)
#source.exclude_dirs = tests, bin
 
# (list) List of exclusions using pattern matching
#source.exclude_patterns = license,images/*/*.jpg
 
# (str) Application versioning (method 1)
version = 0.1
 
# (str) Application versioning (method 2)
# version.regex = __version__ = ['"](.*)['"]
# version.filename = %(source.dir)s/main.py
 
# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements = python3,kivy
 
# (str) Custom source folders for requirements
# Sets custom source for any requirements with recipes
# requirements.source.kivy = ../../kivy
 
# (list) Garden requirements
#garden_requirements =
 
# (str) Presplash of the application
#presplash.filename = %(source.dir)s/data/presplash.png
 
# (str) Icon of the application
#icon.filename = %(source.dir)s/data/icon.png
 
# (str) Supported orientation (one of landscape, sensorLandscape, portrait or all)
orientation = portrait
 
# (list) List of service to declare
#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY
 
#
# OSX Specific
#
 
#
# author = © Copyright Info
 
# change the major version of python used by the app
osx.python_version = 3
 
# Kivy version to use
osx.kivy_version = 1.9.1
 
#
# Android specific
#
 
# (bool) Indicate if the application should be fullscreen or not
fullscreen = 0
 
# (string) Presplash background color (for new android toolchain)
# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
# olive, purple, silver, teal.
#android.presplash_color = #FFFFFF
 
# (list) Permissions
#android.permissions = INTERNET
 
# (int) Target Android API, should be as high as possible.
#android.api = 27
 
# (int) Minimum API your APK will support.
#android.minapi = 21
 
# (int) Android SDK version to use
#android.sdk = 20
 
# (str) Android NDK version to use
#android.ndk = 17c
 
# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
#android.ndk_api = 21
 
# (bool) Use --private data storage (True) or --dir public storage (False)
#android.private_storage = True
 
# (str) Android NDK directory (if empty, it will be automatically downloaded.)
#android.ndk_path =
 
# (str) Android SDK directory (if empty, it will be automatically downloaded.)
#android.sdk_path =
 
# (str) ANT directory (if empty, it will be automatically downloaded.)
#android.ant_path =
 
# (bool) If True, then skip trying to update the Android sdk
# This can be useful to avoid excess Internet downloads or save time
# when an update is due and you just want to test/build your package
# android.skip_update = False
 
# (bool) If True, then automatically accept SDK license
# agreements. This is intended for automation only. If set to False,
# the default, you will be shown the license when first running
# buildozer.
# android.accept_sdk_license = False
 
# (str) Android entry point, default is ok for Kivy-based app
#android.entrypoint = org.renpy.android.PythonActivity
 
# (list) Pattern to whitelist for the whole project
#android.whitelist =
 
# (str) Path to a custom whitelist file
#android.whitelist_src =
 
# (str) Path to a custom blacklist file
#android.blacklist_src =
 
# (list) List of Java .jar files to add to the libs so that pyjnius can access
# their classes. Don't add jars that you do not need, since extra jars can slow
# down the build process. Allows wildcards matching, for example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar
 
# (list) List of Java files to add to the android project (can be java or a
# directory containing the files)
#android.add_src =
 
# (list) Android AAR archives to add (currently works only with sdl2_gradle
# bootstrap)
#android.add_aars =
 
# (list) Gradle dependencies to add (currently works only with sdl2_gradle
# bootstrap)
#android.gradle_dependencies =
 
# (list) Java classes to add as activities to the manifest.
#android.add_activites = com.example.ExampleActivity
 
# (str) python-for-android branch to use, defaults to master
#p4a.branch = master
 
# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME
 
# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png
 
# (str) XML file to include as an intent filters in <activity> tag
#android.manifest.intent_filters =
 
# (str) launchMode to set for the main activity
#android.manifest.launch_mode = standard
 
# (list) Android additional libraries to copy into libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so
 
# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set this to True
#android.wakelock = False
 
# (list) Android application meta-data to set (key=value format)
#android.meta_data =
 
# (list) Android library project to add (will be added in the
# project.properties automatically.)
#android.library_references =
 
# (str) Android logcat filters to use
#android.logcat_filters = *:S python:D
 
# (bool) Copy library instead of making a libpymodules.so
#android.copy_libs = 1
 
# (str) The Android arch to build for, choices: armeabi-v7a, arm64-v8a, x86
android.arch = armeabi-v7a
 
#
# Python for android (p4a) specific
#
 
# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
#p4a.source_dir =
 
# (str) The directory in which python-for-android should look for your own build recipes (if any)
#p4a.local_recipes =
 
# (str) Filename to the hook for p4a
#p4a.hook =
 
# (str) Bootstrap to use for android builds
# p4a.bootstrap = sdl2
 
# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
#p4a.port =
 
 
#
# iOS specific
#
 
# (str) Path to a custom kivy-ios folder
#ios.kivy_ios_dir = ../kivy-ios
# Alternately, specify the URL and branch of a git checkout:
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
ios.kivy_ios_branch = master
 
# Another platform dependency: ios-deploy
# Uncomment to use a custom checkout
#ios.ios_deploy_dir = ../ios_deploy
# Or specify URL and branch
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
ios.ios_deploy_branch = 1.7.0
 
# (str) Name of the certificate to use for signing the debug version
# Get a list of available identities: buildozer ios list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"
 
# (str) Name of the certificate to use for signing the release version
#ios.codesign.release = %(ios.codesign.debug)s
 
 
[buildozer]
 
# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
log_level = 1
 
# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
warn_on_root = 1
 
# (str) Path to build artifact storage, absolute or relative to spec file
# build_dir = ./.buildozer
 
# (str) Path to build output (i.e. .apk, .ipa) storage
# bin_dir = ./bin
 
#    -----------------------------------------------------------------------------
#    List as sections
#
#    You can define all the "list" as [section:key].
#    Each line will be considered as a option to the list.
#    Let's take [app] / source.exclude_patterns.
#    Instead of doing:
#
#[app]
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
#
#    This can be translated into:
#
#[app:source.exclude_patterns]
#license
#data/audio/*.wav
#data/images/original/*
#
 
 
#    -----------------------------------------------------------------------------
#    Profiles
#
#    You can extend section / key with a profile
#    For example, you want to deploy a demo version of your application without
#    HD content. You could first change the title to add "(demo)" in the name
#    and extend the excluded directories to remove the HD content.
#
#[app@demo]
#title = My Application (demo)
#
#[app:source.exclude_patterns@demo]
#images/hd/*
#
#    Then, invoke the command line with the "demo" profile:
#
#buildozer --profile demo android debug

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