.epub e-book can't be read in Apple Books - ios

I have an .epub e-book that was created in 2018. It was tested and worked with Kindle, Apple, and several other readers.
Now, the file does not work in Apple books - and multiple people have tested or complained about this.
I updated the file to make some corrections, and I still experience the error.
The exact error is: "Book Content Unavailable. There was a problem loading book content. Try closing and reopening the book or relaunching the device." (This does nothing.)
But I can take the exact same file and open it in Kindle, Nook app, and two other e-readers I downloaded from the AppStore. They read it without incident.
I created the book in Calibre and ran both the Calibre bug check and the ePubcheck plugin. No errors found.
I have no idea what the problem is, and why it is just Apple. Has anyone else encountered this? Any ideas or guesses?
Searches for similar problems from others yielded only user-related questions.

The latest version of Apple Books (corresponding to at least iOS v16.1) has a bug that has rendered certain eBooks unreadable. This seems to persist between iPad OS and iOS.
I have experienced this specifically with ePub format books created from Google Docs. One poor workaround I have found is using Pages to create the ePub version of the file - this version works, though, is without headers.
I suspect several bugs exist in the "updated" version of Books. You could try creating the ePub with a different program.
Would love if anyone has found a fix for this.

Related

iOS Group Containers backed up?

so i know that some, or let's say nearly all, files are backed up on iOS.
I know how to prevent them from being backed up.
To maybe save unnecessary work i wanted to know if the content of
containerURLForSecurityApplicationGroupIdentifier:
is being backed up too?
I couldn't find anything specific about the group containers in the File System Basics from apple. In NSFileManager it is said that the directories are stored in ~/Library/Group Container/. In File System Basics it is written that all subdirectories of Library are backed up by iTunes. Does this now also mean that the content of my Group Container is also backed up or maybe not?
Maybe someone of you already has experience with that and can exactly tell me what's done with the content of the Group Container.
As an iOS developer myself this is an important question. After some hunting, I found this radar:
AppGroup folder does not backed up (sic) via standard iCloud/iTunes backup procedure
This was reported as a duplicate of rdar://18396036 (Open) but it cannot be found.
Responses from Apple:
If this issue is still occurring, please include any relevant logs, and or a test case with your update. (Oct 30, 2014)
and
Engineering has determined that your bug report is a duplicate of another issue and will be closed (Nov 12, 2014).
It sounds like the intended functionality is that app group folders should be backed up, and there may have been a bug in iOS 8.0 preventing this which is fixed in iOS 8.1.

Invalid Binary in ItunesConnect on Xamarin Project

My Issue
Supported by the Xamarin guidance here http://developer.xamarin.com/guides/ios/deployment,_testing,_and_metrics/app_distribution_overview/publishing_to_the_app_store/ I used the App Loader tool (recently downloaded version 3) and uploaded my .ipa file. Everything indicates success but after a few minutes, it moves from “uploaded” to “invalid binary”
I have checked stackoverflow and done a few suggestions ive double-checked all my image files and the build for 64 bit etc. Any help you can provide is appreciated.
Well since I dont have a 10 reputation I cannot post pics and i can only do one link, so I am going to upload this to my blog, I appreciate any help i can get please.
See complete issue explained here - http://www.fabiangwilliams.com/2015/03/13/troubleshooting-itunesconnect-invalid-binary-with-xamarin-project/
I've hit this issue twice, including a few days ago. In both cases the cause was that I included a bundle resource file (of my own proprietary format and definition) with the *.app extension. For some reason, Apple's validation choked on this. The hint was that the auto-generated email sent by iTunes Connect said something about requiring the zip extension. Red herring error message, but it jogged my memory that *.app is a "special" extension I can't use for my own stuff.
Just to be clear, this *.app file that caused an issue was buried inside my overall *.ipa file and its *.app directory. So you still need the standard format, you just need to be careful not to use Apple's extensions for your own proprietary data.

Flash as3 ios: error #2007: parameter possible symbol clash in multiple swfs, abc env must be non-null

I'm developing an app for iOs using flash air, version 3.8, this version allow me to load a externals swf with assets, flash professional cs6 and flash builder 4.7
I have some kind of lobby where the user select a differents games. If I deploy the app just with 1 game (1 swf), I would loaded a game without problem
But, If I deploy the app with other games, I would just loaded 1 of them swf, but the other games give me this error:
error #2007: parameter possible symbol clash in multiple swfs, abc env must be non-null
The parameter abcenv doesn't exist in my code.
Thanks in advance
I have found exactly the same issue it also happens with AIR 3.9 You can only do this by embedding the game logic into your main menu and constructing classes as you need to. I know this makes the initial part of say your menu heavier.
You can however load in swfs as library assets, if you need this. I think the bug has to do with swfs and a restriction of overlapping classes and the fact that you can only use one Application Domain. But this is my best guess on the underlying restriction with this. If you do find a work around let us know.
I encountered this error and solved it today. After Google I found nothing can help. Now maybe I'm the only person that solved the problem easily. This is my story:
Working on a AIR actionscript mobile project.
In ad-hoc package for iOS, loading multiple SWF files successfully, except two. Those two cause the "Error #2007: parameter possible symbol clash ......" error.
Found there is a very small difference between the normal SWF and the error one: in the error SWF, one MovieClip is 3D transformed, I saw there are three 3D axis above the MovieClip. Then I deleted the MovieClip from stage and Library and replaced with a new one. Problem solved.
Note that I didn't re-name anything, or delete any duplicated things. In fact there are many duplicated things (image file with same name, and MovieClip copied between the SWFs) in the SWF files.
I ran into this same issue. The issue is that AIR for iOS has to compile ALL of the external .swfs together, so if there are naming conflicts, that can cause trouble. This especially seems to be a problem if two or more of the .swfs were made from the same cloned .fla, even if one of the files had changes made to it.
In my case, it turned out that there were several unused earlier versions of .swfs in the folder of .swfs to be loaded (such as external_movie-prev.swf). I was able to solve the problem quite easily just by deleting these extra files.
This is a common technique in development, just to rename a previous version of a file and add in a new version to the folder for testing. In normal software development these extraneous versions do no harm. But in the case of AIR for iOS, this situation can cause your app to inexplicably freeze when you try to go a movie that also has an unused previous version in your assets folder. This took me several hours to chase down, so I hope it helps someone else.

No uploaded version for any of my modules

apologies for cluttering up stackoverflow with what is clearly a trigger.io support request.
I've created 2 native modules, and uploaded multiple versions of each. However, when I try to add one of these 'private modules' to one of my trigger.io apps via the Toolkit.app, I get an error 'You cannot activate this module as it has no uploaded versions.' - which is clearly not the case.
anybody have any insight on why this error is happening?
or more to the point are there any trigger.io staff on SO who can get this fixed / or explain to me where I might be going wrong?
This is a bug in how we're comparing versions in the 3.3.62 version of the Toolkit - we'll be deploying a new version with a fix later today.
Sorry for the inconvenience!

iOS Phonegap 2.5 - Cross-device link error

When generating a blank iOS phonegap project I get 25 errors that say "Cross-device link".
I am guessing anyone generating a blank project will see the same thing...
Here is a screenshot for your viewing pleasure:
I have done quite a bit of searching on this but haven't come up with any solutions or clues.
I was originally creating the project to a network drive which was never an issue with past versions of phonegap but I went ahead and tried creating it locally which stopped all of the Cross-device link errors.
So I guess this is sort of a fix but it still seems like there must be a bug or something with 2.5
Update:
Shazron Abdullah from the Phonegap mailing list confirmed this and suggested that I submit a bug report.
Mailing list thread: https://groups.google.com/forum/?fromgroups=#!topic/phonegap/QhrbCwilGKo
Bug report: https://issues.apache.org/jira/browse/CB-2618

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