Running .net Core App in Dockers generates File Not Found Error - docker

I am running a .net core application on Dockers. At first it kept on slamming me with "FileNotFound_FileName": "/usr/share/dotnet/appsettings.json" error. I fixed it with replacing
//string baseDirectory = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName);
string baseDirectory = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
and now the app runs okay in Dockers but only in debug mode. When i switch to release i still see the same notorious file not found message. "FileNotFound_FileName": "/usr/share/dotnet/appsettings.json". It has resorted back to the original location. Any help understand what is going on here?
I have cleaned nuget cache, cleaned the project, rebuilt it. Even closed VS2019 and launched it again. But app still gives the same error in release mode.

Related

why doesn't iOS Container replace work anymore?

At my work I work with Unity games published to iOS. For update testing and other testing purposes, I used to use the download container and replace container option in Xcode -> Window -> Devices and Simulators. But since recently, that option doesn't seem to work (well) anymore, specifically loading the containers back onto the device and I have no clue why this suddenly happened.
When I download a container I can see the stored information is saved in appdata->Library->Preferences->my_apps.plist. But when I try to replace containers, it silently refuses to work.
When looking at the device Console during replacement, I found the following leads:
BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by
API violation: vnode unlinked while in use: ....
and
Sandbox: mobile_house_arr(311) deny(1) file-write-create
/private/var/mobile/Containers/Data/Application/E0099BB7-3FC3-40EB-BE84-157BE681360B/Library/Caches/Snapshots/com.PaulChimp.FirstAppTest/08134EA5-0D8C-4228-9806-4E9788981A13#2x.ktx
Anyone else experiencing problems with replacing container files? Specifically with games made with Unity?
When I ran into the same issue it turned out I had both databases (old and replacement) compiled into the project & was only loading one of the two. I believe the reason that error comes up is just that the files are in use when you try to make changes to the app's database.
I would recommend downloading the container using the Window > Devices & Simulators feature to see if you can find any obvious issues.
The app database location once downloaded is MYAPP.xcappdata (show package contents) > AppData > Library > Application Support.
I ended up downloading the container, removing the database I didn't need, and replacing the same container for the app.
Hope that's helpful! Best of luck!

Air ios imported swf (no code) suddenly starts giving 'Uncompiled AS' error

I'm building an iOS app with FlashBuilder 4.7 and Air SDK 25.0. The app has code which installs fonts via an external SWF imported at runtime (no code in external SWF, just fonts). Imported file has been working for months but now throws below error in debugger on device :
'Uncompiled ActionsScript'
I have gone back through previous builds and some that had been working fine suddenly throw error on the swf file. Other old builds will work importing the same swf, but after running a build which fails, the working one will start throwing error!
Anyone else struck a problem like this?
I recently upgraded from SDK 22 to 25, but the problem appeared some time after that. Only significant change was running a dodgy zip ANE that crashed the debug. I've removed the ANE, but I suspect something may have been corrupted somewhere.
I've tried resetting FlashBuilder settings by deleting .metadata folder in workspace.
Tried Cleaning the projects, tried duplicating projects, tried re-publishing the swf to import.
Can't work out why some builds don't work and others do, but then stop working with no changes to the project. I feel sure there is a fix that will suddenly make all of the builds work again...
Any suggestions anyone?
I found my problem.
It appears I have previously been using only the 'Fast' packaging method to test app on ios device, which works.
When set to 'Standard' (Build) packaging to test on device it causes the swf (with embedded fonts) imported at runtime as having 'uncompiled actionscript'.
This answers my original query, but if anyone has a work-around, or alternate method of importing fonts at runtime, I'd be very happy to hear!

Xcode 8 - Release and Debug builds compile differently

We've recently upgraded our iOS-app to Swift 3 and after a bit of tweaking and debugging, we've managed to make it work. But when we were trying to archive it, we noticed that it doesn't compile in release mode. One of the bugs we've been getting is that in Debug mode, Xcode wants us to write
let client: AFRKHTTPClient = AFRKHTTPClient(baseURL: baseURL.deletingLastPathComponent)
while in Release mode, we need to write
let client: AFRKHTTPClient = AFRKHTTPClient(baseURL: baseURL.deletingLastPathComponent())
It seems that the problem with these lines (the others that fail have similar/related issues) is that the Debug version attempts to use
var deletingLastPathComponent: URL? { get }
available from iOS 4 and up, while the Release version tries to use
func deletingLastPathComponent() -> URL
available from iOS 10 and up.
Another strange thing about this is that we can call it without parentheses in release, as long as we only build the app not run it.
I've tried cleaning, cleaning build folder, deleting derived data, restarts, with no difference. The same problem also happens on other macs. I've tried going through the the code looking for RELEASE or DEBUG-tags that could do something, with no luck, as well as setting all (at least I think I got them all) release-settings in the project to the same as the debug-settings, with no luck as well.
We're using RestKit 0.27.0 and the errors show up around the RestKit code, but I can't find anything that should make trouble there either. I'm honestly quite stumped now, so if anyone have any pointers as to where I could search for a fix, they would be greatly appreciated!

Xcode 4.3.2 - One project on two Macs, errors on one, builds on another

UPDATE: QUESTION CLOSED: Fixed myself with a little backtracking. I'm using a framework that requires a source tree variable. (Sparrow). I updated the source tree on my main Mac Mini but not in my MacBook Pro. So, Xcode was searching an old directory due to that mistake.
This may be one of those weird Xcode bugs, so I'm looking for a little advice. I have Xcode 4.3.2 (latest as of this writing Apr 7 2012) installed on two Macs. I have a project saved in Dropbox so I can quickly get at it and work on it from either place. I've done this with several other projects and never experienced this issue.
One one computer, a Mac Mini, the project builds fine. On the other, a 2009 MacBook Pro, I get build errors. For one, even though I'm using -fno-objc-arc on a few of the source files, I am still getting ARC related errors. That is very puzzling to me. No issue when building on the Mac Mini. I'm also getting "file not found" errors pertaining to the .pch file. The error log is pointing me to a strange path like
/var/folders/9l/s_phv6yj0hv6q82_lrdcckb00000gn/C/com.apple.Xcode.501/SharedPrecompiledHeaders/...Prefix.pch' file not found
Here's what I've tried so far
Deleted Xcode and reinstalled from the MAS
Deleted the /var/folders directory called out in the logs
Removed the project build directory
Performed a Product -> Clean in Xcode
Restarted Xcode numerous times
Still no dice. Looks like unless I can nail down this issue, I'll be stuck working from one workstation for this project only. All other projects work fine when doing this.
Thank you for any help you can offer.
I was using a Source Tree variable in XCode, and one of the variables was out of date and pointing to the wrong path. One of the source files that was subsequently updated was working on one Mac but throwing errors on the other, which caused the build to fail and the linker to display strange errors.

Using Adobe AIR captive runtime, the resulting .exe file exits immediately without error... Has anybody experienced this as well?

I am creating an installer using the Adobe AIR captive runtime feature. Normally, the compiler generates a directory for me with all the necessary files that I then use to generate an .msi installer with.
Before, I could just double click the .exe file in this generated directory and the application would already work. (Good way of checking whether the generated files are valid).
I have now stumbled into the situation where I double-click the .exe file and nothing happens. No error message, no logs, nothing. The .exe file just exits immediately.
I have dug up and older installer of my app and tried to run this, the resulting install works fine. But once I replace my SWF file in the install directory with a new build of my app, I once again have the problem.
So, obviously SOMETHING in the Main.swf doesn't agree with the .exe file, but since there are no error messages or whatever it is extremely hard to figure out what the problem is.
The application runs fine from the IDE, by the way, the problem only occurs when I use it in combination with the captive runtime output.
Has anybody ever experienced something similar? And how were you able to figure out what was going on? Is there some secret place where AIR perhaps logs some errors, or is there a way to convince it to output some kind of error log?
You need to create a blank file with no extension called "Debug" (I used textedit and simply removed the extension manually). Put that in the META-INF/AIR/ folder, next to application.xml. This will cause the Air runtime to run in debug mode.
From what I can tell, if there are any fatal errors (e.g. a certain failover .swz file can't be loaded) then at least you'll be able to see what's going on.
Did you manage to make this work?

Resources