Google Chrome Lighthouse - Uses Deprecated APIs [duplicate] - lighthouse

I'm testing the performance of my website with Lighthouse DevTool but I can't score 100% in Best Practices because keeps showing this as a problem:
Does anybody know what this means? How could I solve it?

You can find the specific errors in the "Issues" tab where the "Console" output is.

Also getting this, so you're not alone. Wondering if it was a recent Chrome bug I tried here - https://www.webpagetest.org/ and got the same useless error.
After a bit more digging, I found this closed issue on the lighthouse github repo.
https://github.com/GoogleChrome/lighthouse/issues/14233
So, it's been fixed, but only in version 10. Chrome 105 seems to be using lighthouse 9.6.2 and npm at the present time seems to install 9.6.7 (which has the same bug).
You can run the latest version by pulling the repo from github, building and running on the command line. See instructions here
https://github.com/GoogleChrome/lighthouse#develop
Note, the build doesn't work on an M1 mac, due to i386 specific build tools. I had to dig out my old macbook to get this working.

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installReactHook is not a function / installReactHook is undefined

Suddenly I can't get my react native project to start on ios simulator or device. I don't know what happened in between. I tried to clear all cache, reinstalled the node modules, pod install, but nothing works. Can't find anything except that in the react native documentation that this is part of Systrace. I'm stumped.
I did run npm link yesterday - maybe it messed something up, but still after that building was not an issue.
I'm sure i messed something up myself, but hopefully someone has a hint.
Not sure this will help, but sometimes cleaning the ios build folder fixes weird things
This was a bit of a headache.
I also saw the error Module AppRegistry is not a registered callable module (calling runApplication). But that was not really the issue.
Whilst checking if android build has similar problem, I found that the module react-native-animated-linear-gradient had two issues
It gave problems with ReactNativeFeatureFlags.js.
It had a duplicate definition of react-native (as if it also included the whole react-native project through its package.json
By continuing to remove this package completely, unlinking it manually, reinstalling npm packages and cleaning my npm cache I finally got it to work again, both on android and ios.
I wasn't using that package, but due to lingering in my package.json and running npm update it went and broke something in my setup I suspect. If only I had removed it completely after not testing and deciding not using it.
I hope it helps people giving direction if you suddenly see installreacthook not found. It costs me 4 hours to figure out.

when building an ionic app files and folders starting with "._" are created until error

I have a strange problem. I develop an app using Ionic on a samba network drive.
I develop on a windows machine and run all the command lines regarding Android development. I switch to a Mac to be able to build for iOS.
All went fine and as expected the last couple of days. Today I edited some HTML, JS and CSS files - just some minor improvements. I built the app for android on the windows machine (plus using jarsigner and zipalign - only if that should matter).
On the Mac I had troubles. Suddenly I get errors when trying to run ionic build --release ios (as I already did successfully the last couple days).
The executed script creates files and folders starting with "._" which were never created before and are already existing without it. This results at some point in an ENOENT (no such file or directory) aborting everything.
I don't get it. I already de-/re-installed node, npm, cordova and ionic. But nothing helped.
I would love to support you guys with additional error messages or logs, but due to I'm fairly new to mobile development (and using a Mac), I don't know what information would be helpful and what not.
Sp please tell me any information you need and I'll be happy to supply them.
I accidentally solved my own problem. I just "removed" the platforms directory (by renaming it) and re-added the platform using the command cordova platform add ios.
After that I could build my app as it did before. Don't know why or what actually triggered this behavior, but at least I'm able to proceed.
If somebody knows how to prevent that from happening again (so that I don't loose all the project settings I configured in Xcode), I would appreciate it.
This happened to me, too - I found this bug in the Cordova issues:
https://issues.apache.org/jira/browse/CB-5644
I found out that Xcode created the file PROJECT_PATH/platforms/ios/._APPNAME.xcodeproject. I deleted this file and "cordova prepared ios" was working again.
...
It should ignore files starting with ._ as they are hidden system
files used by osx to store infos about a file

Gstreamer 1.0 ios sdk installer failed to install

This is my first time trying with Gstreamer for ios , I went with the tutorial and installed the SDK with the link provided by the tutorial:
http://docs.gstreamer.com/display/GstSDK/Installing+for+iOS+development
The installation works fine, but after I start trying the tutorial example projects, there couple of compiling errors compiling about missing gst/video/videooverlay.h . Then I looked into the header folder under the installed GStreamer header folder, there is no filed called video/videooverlay.h
Then I search online, found this information:
Gstreamer for iOS provided is out of date. I used the freedesktop packages
from https://github.com/braincorp/gstreamer_ios_tutorial
Then I downloaded another installation pkg for GStreamer
Then while I was trying to install the later version, the installer give me error saying:
you cannot install GStreamer 1.0 (Development Files) in this location.
Then I thought I might need to uninstall the previous version, but I couldn't finder a standard uninstallation option from the installer, then I searched online, find one post suggest remove the GStreamer folder under ~/Library/Developer
I have removed the installed folder, so I don't have any header files, but the new installer still gives the same error
I have been trying to figure this out for sometime, couldn't find useful info on line , I really appreicate any clue and help you might have!
Thanks!!
Jing
Answering my own question here..
not sure what's the issue, after restarting my mac, and run the installer couple of times with the same error, it suddenly worked ....... i am not sure what's the matter here, hope gstreamer team can improve the stability of the installer in the future.
At work we are currently trying to get the IOS tutorials from the streamer 1.0 sdk to run.
1) Compilation: Same thing: we managed to bootstrap (cerbero ... bootstrap) and compile (cerebra ... package streamer-sdk) using the official cerebero git repository.
But:
a) We had to mock around with the /cerbero/cerbero/enums.py file:
Add in the collection of supported old IOS (6.0, 6.1, 7.0, etc...) the one corresponding to our Xcode version : IOS 8.4
b) We had to customize the /cerbero/config/ios.config and iOS-universal.config files to get them to use the right architecture in our case: arm7v or arm7 instead of X64_86 or x86
c) We removed the not found is_asm() function from the x264 plugin's recipe file in the /cerbero/recipes.
For a reason we ignore, for all other platforms but IOS, the recipes check on the architecture available using:
if self.config.target_arch == Architecture.xxx:
of iOS is was using that missing function: is_asm(self.config.target_arch)
We replaced it by:
if self.config.target_arch == Architecture.ARMv7:
Compiling an iOS app using streamer:
So far it is a failure. we bumped into the same missing overlay.h header file. We couldn't find it anywhere.
DIFFERENCE between gstreamer.com (the sdk provider) and the official streamer website (free desktop.gsteamer.org):
We found out that gstreamer.com is clearly a commercial goal company that is making available the sdk, that people struggle on with for IOS (tested and working fine on linux) and the official website is providing the gstreamer library only without an sdk.
So this is what we are trying to use instead as of today.
Versions infos:
sdk (from gstreamer.com): current cerbero git master branch: git clone git://anongit.freedesktop.org/gstreamer-sdk/cerbero
official gstreamer library:
http://gstreamer.freedesktop.org/data/pkg/ios/1.5.2/

forge run ios fails with message about imobi.dll

When I try to run "forge run ios", it fails with...
.lib\win-ios-install.exe
Cannot load library imobi.dll
I can't find imobi.dll on my system anywhere. Any ideas?
Are you up to date with the latest core version? I have run into issue like this in the past and downgrading to a previous version seems to help at time, not the best answer but can get you going, unless there is something in the newest version you need.

Bower component download failures in CodeKit

I downloaded the latest version of CodeKit (trial version 2.0 (16828)). It starts fine on my Mac Mini, but as soon as I try to download a component using Bower, it fails with the error: "Bower Error / Bower could not determine which components are installed in this project. Make sure you're connected to the Internet and try again." Repeated attempts (either clicking "Retry" or clicking "OK" and trying to download the component again) continue to fail.
The app completes the "Downloading Bower component list" without error. The error occurs when it is "Scanning For Installed Components..."
I'm connected to the Internet just fine.
When I try to install a Bower component, it fails with this message:
Why am I getting these errors and how can I fix CodeKit?
Thank you!
Turns out that Bower continued to fail, which prevented CodeKit from working.
Tolga Akyuz's answer to Siddharth's problem was the fix - I had a ~/.cache file which was preventing Bower from adding files to ~/.cache/
When I renamed the ~/.cache file (e.g. to ~/.cache-orig) and created a ~/.cache/ directory, Bower began working properly - and so did CodeKit.
It turns out that this behavior can be caused by several things. Another user fixed it and shared this with me:
I installed xcode and still had issues. After a bit of research, I found a post that said installing the command line tools in Xcode might solve the problem. I did that and the problem is now solved.
From what I can see, there is a appears to be an issue with the $PATH getting messed up with systems that have been upgraded from Lion (and Snow Leopard) that did not ship with git. In the questions and answers listed on the page linked below, there were several terminal command options given, but I was unsure of which to choose so I went with the Xcode route.
https://apple.stackexchange.com/questions/18470/why-is-git-not-found-after-installing-os-x-lion
I had the same issue.
Check console messages (mac)
Delete faulty library. I had one.
Should be all good now.
good luck
If it's still relevant. In my case it was Google Maps AMD Loader Plugin. All fixed after removing it.
In my case the problem was with path to the project folder – it contains "!" symbol that makes bower crazy. To check is it Bower or CodeKit problem try to cd in terminal to your project folder and run "bower list".
zhaba$ bower list
bower EINVALID Name must be lowercase, can contain digits, dots, dashes, "#" or spaces
With corrected project folder path CodeKit works.
I had the same problem running CodeKit2 with El Capitan, and an old version of Xcode. Updating Xcode fixed the problem.

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