Notification stop working when implement CTNotificationService ios - ios

I have implemented CTNotificationService to fix an issue related to badge number following this link https://github.com/CleverTap/CTNotificationService
I was facing some problem related to install Cocoapods, Ruby, and Cartfile then I found the solution which was accessing to the root system and change some permission.
After that, CTNotificationService didn't work for me, I back to my original project copy I saw that the notification not working even though I never touch the files there, It was working perfect before I use CTNotificationService in another copy.
Is it possible to be permission issue? and how I can fix it?
I have tried the following:
Reinstall ionic platform
Reinstall Xcode
Reinstall Jnode
Reinstall cordova
But, still not working. could you guys help me please?

Related

Suddenly not getting any back animations (React Native, React-Navigation)

SOLVED (JULY 27 2022)
I finally solved this myself. I was using use_frameworks! in my Podfile. This was needed for one of the libraries I was using (React Native Firebase 15.x.x). I deleted the use_frameworks! line and downgraded to Firebase 14.x.x which works without. This fixed everything. I'm on RN 0.69.2 and Hermes enabled.
I had a perfectly functioning react-native app. I made some changes and was about to release to production. Right before I do I think, I'll update to react 0.69.1. I started getting a BatchedBundler error where the app wouldn't start in release mode. I spent days trying to fix this, and eventually fixed it by disabling Hermes. No problem, can downgrade the app.
The app now (regardless of wether or not it's Hermes enabled, debug or release, simulator or device), doesn't have back animations. I'm using react-navigation, and createNativeStackNavigator.
If I enable headersShown: true and then use the native back button that appears, I get a regular animation. Otherwise animations look like this: https://user-images.githubusercontent.com/21344181/179496474-6fa6c511-49ea-443e-9be7-33a027597716.MP4
I have tried everything at this point, I've downgraded, restored an old version from git. I've deleted the project and started a new Xcode project and still this animation bug persists.
I have no idea what to even do anymore, I've been developing this app for nearly 2 years and this bug seems to have elevated itself above the code, above the cache, above everything. I've cleared cache and deleted node_modules, pods everything you can possibly clear. I've init'd a new react native project copied over the src and then reinstalled all the node modules and pod install but still, same issue. I'm not expecting anyone to know how to fix this at this point, but any advice on how to even begin debugging this would be a huge help. I can't create a repro which sadly makes it so hard to get help.
I can only find one instance where this has ever been a problem for anyone else: https://github.com/software-mansion/react-native-screens/issues/1356 and it was resolved with an update.
Please help.
I finally solved this myself. I was using use_frameworks! in my Podfile. This was needed for one of the libraries I was using (React Native Firebase 15.x.x). I deleted the use_frameworks! line and downgraded to Firebase 14.x.x which works without. This fixed everything. I'm on RN 0.69.2 and Hermes enabled.

Why does my Flutter app crash at startup on iOS?

I'm trying to build a simple app using Flutter for iOS and Android, but the app crashes on startup when I try to run it on an iPhone (Android runs fine). I don't have a mac, so I'm using Codemagic to compile a release build and deploy to TestFlight, then installing on an iPhone from there. Apple only shows their crash logs in Xcode as far as I can tell (nothing in App Store Connect online?), and since I don't have a mac, I can't see those. Any thoughts as to what I might be running into, or what information I can gather to debug the problem?
Thanks!
Edit: I've been digging around some more and it looks like the crash is related to the Firebase dependencies. If I create the Flutter demo project (flutter create ), it runs fine on iOS. However if I then add Firebase packages to pubspec.yaml, and manually add GoogleServices-info.plist, the app crashes on startup. (I'm not adding any code that uses Firebase yet.) GoogleServices-info.plist is supposed to be added with Xcode, but since I don't have Xcode or a mac, that makes it tough. The second answer to this question gives a suggestion: Where to save GoogleService-Info.plist in Flutter without Xcode?
I tried making those changes but got the same result. Anybody have any recommendations for adding Firebase without a mac?
Ok, so here's what happened. Originally the app crashed on iOS because there were issues with the GoogleServices-info.plist file (probably). There were no error messages, so I didn't know where to look. I finally just went back to the simple demo app and started layering things back in to isolate the issue. The demo app would build and run on iOS with no problems, but when I added the Firebase dependencies (as a group), it failed. I had added the GoogleServices-info.plist file manually (outside of Xcode) and adjusted the references in ios/Runner.xcodeproj/project.pbxproj using a text editor, but that didn't do the trick.
At this point I finally broke down and got a MacBook. Debugging on the Mac, I could now see that the app crashed in debug mode on the emulator as well as when in release mode on a device, but still no helpful error messages. I added the GoogleServices-info.plist file using Xcode, so at least that piece was correct, but the app still crashed immediately. Going through the documentation, I realized that when I made the sample app, I had forgotten to add the app ID in the info.plist file for AdMob. At this point it was just AdMob causing the crash, not the other Firebase dependencies. I added that back in and things ran fine. I wish I had looked at that a month ago. Ugh.
Thanks #Mikhail Tokharev and #season for taking a stab at such a vague question. I wish I had more detail to share initially, but I didn't know enough yet to know what could be going wrong.
TL;DR
Just get a Mac. Trying to debug through Codemagic won't work.
For Firebase, be sure you actually add your GoogleServices-info.plist file through Xcode. Trying to add it manually and hack the project.pbxproj file probably won't work (this a practical recommendation, I didn't prove this conclusively).
https://firebase.google.com/docs/flutter/setup?platform=ios#add-config-file
For AdMob, be sure to add your application ID to the info.plist. https://pub.dev/packages/firebase_admob
I've been facing this error since the last few days and I happen to solve it today. So, I would like to share it with anyone facing startup error after connecting their iOS app to firebase.
I had followed all the steps while setting up a new iOS app with firebase and this was what exactly caused the error, in my case. If you have placed import 'Firebase' and Firebase.configure() in your AppDelegate.swift, then remove it and run your app again. I removed those two lines and it worked fine. Test it with Cloud Firestore (just make a button write something to your cloud firestore) and make sure you add await Firebase.initializeApp(); as well when the button is pressed.
I did all of those steps and it worked fine with me.
P.S. I did it with android studio in a Mac.
For any newbies out there like me, make sure registering firebase is before GeneratedPluginRegistrant in your ios/Runner/AppDelegate.swift file.
// This works without crashes, FirebaseApp.configure() after GeneratedPluginRegistrant crashes
FirebaseApp.configure()
GeneratedPluginRegistrant.register(with: self)
i had the same issue and i have fixed it as i was new to ios deployment i forgot to add capabilities which indeed crashed my app in testflight ...so please be sure you have added required capabilities in signing and capability tab in xcode
use terminal to run the app.
run this command
flutter run --release
For iOS: In our case this happened because of Facebook plugin update.
Previous version: flutter_facebook_auth: ^3.5.1
New Version: flutter_facebook_auth: ^4.3.3
We were missing FacebookClientToken in Info.plist file. So after adding that it worked.
<key>FacebookClientToken</key>
<string>$(FACEBOOK_CLIENT_TOKEN)</string>
most probably you've faced with next Flutter issue https://github.com/flutter/flutter/issues/54707
I had the same problem and solved it as below :
In the folder of flutter sdk,
I did git pull then run the app again and it was solved .
If you using Google Firebase library in flutter app
Make sure use FirebaseApp.configure() before GeneratedPluginRegistrant.register(with: self) in AppDelegate.swift file.
FirebaseApp.configure()
GeneratedPluginRegistrant.register(with: self)
return super.application(application, didFinishLaunchingWithOptions: launchOptions)

With cordova-plugin-facebook4#4.2.1 "User cancelled." error thrown immediately after invoking the login method

Facebook login was working fine for both Android and iOS like 2 weeks ago, but for some reason lately on iOS it has been crashing, whenever someone from iOS tries to login it sends out the error of:
"User cancelled"
I tried to fix it by updating the plugin, however the error persists.
I do not think there's something wrong with my code since Android still works and iOS used to work, and I've not changed anything from the login code.
Steps:
Remove plugin
Remove BOTH Android and iOS platforms (cordova platform remove android // cordova platform remove ios)
Reinstall plugin
Verify that it's up to date npm outdated (I think that's the command)
Problem went away, the deal was to FORCE the update on the plugin, which won't happen if any of the platforms is still installed by the time you try to re-install it again.

Unity iOS support, installation failed

I am trying to use Unity to create an iOS app. I used Unity Hub to install Unity. I then opened Unity, went to File-Build Settings. I click on iOS, and it says "No iOS module loaded", so I clicked on the "Open Download page". I downloaded UnitySetup-iOS-Support-for-Editor-2018.4.7f1 and ran it. It looks like everything is going smoothly, and right at the end I get the message in the attached screen shot.
I have tried closing Xcode and Unity. I have tried restarting my computer. I have done several Google searches, but I haven't found anything that helps. Does anyone have any ideas?
I suspect the installation path got messed up.
You have to use the Unity Hub to install additional packages.
Go to Installs, click the 3 vertical dots and select Add Modules.
I had a similar problem with tvOS support and it seems that if you don’t have Unity installed to /Applications/Unity, installing addons will fail. (I had it in /Applications/Unity-2019.4.7f1.)
I moved my Unity to /Applications/Unity, installed the addon, and then moved Unity back.
The accepted answer did not work for me.
However, what did the job (Unity 2018, Unityhub 3.4.1) was copying the installed /Applications/Unity/PlaybackEngines to the current /Applications/Unity-[2018....]/PlaybackEngines

facebooksdk 3.1 for iOS creates weird behavior

I installed the new FB-SDK - and now my xcode's acting up...
NSLog(#"...") is no longer working (and yes, I tried it even in the applicationDidFinishLaunching method).
When I add a breakpoint to the code the app crashes, with an arbitrary error...
I followed the installation guide closely (twice) and am sure I got it right...
I did move the FB-SDK Folder to another folder than it was installed by the installer, though.
The 3 Frameworks (Accounts/AdSupport/Social) are set to «optional» as I'm deploying to iOS 5.1
Any ideas?
[Edit solved]
Thanks to this guy - it's working again: http://davidbits.blogspot.ch/2012/03/ios-nslog-is-not-working-on-simulator.html
Had to delete all the app-versions on simulator and now it's working again...

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