I've been using react native on windows everything was working good, I recently started to code react native on OSX to be able to see what my apps are working on IOS however since I started I'm getting through a lot a problem I can't fix...
One of them is that when I make an alert on the phone I can't click Ok... I to refresh the app if I want to close the alert. I can click the alert but I have to wait like 3 minutes it feels like the animation is super slow here :(
Is there something I set up wrong? I don't really understand
I did not really want to use alert as debug but since I can't see my log here as well it gives me no other choice.
Thanks in advance.
Animations slowing down could be because you have Debug JS Remotely option turned on from developer menu(the one that pops up after shaking the device). But it would be helpful to share the code here to make things clear.
I implemented an error popup in my app and it seems to work great, however it does not have any custom animation.
renderError() {
if (this.props.error) {
console.log(this.props.error);
Alert.alert('Error', JSON.stringify(this.props.error), [
{
text: 'Cancel',
onPress: () => console.log('Cancel Pressed'),
style: 'cancel',
},
{ text: 'OK', onPress: () => console.log('OK Pressed') },
]);
}
}
Related
Recently I have ejected my project from expo to dare and do all the necessary things like pod install and all.
When I run my project Its runs fine but as soon as I click on any modal or any other button its don't show any error logs and shows Splashscreen and it's not hiding the code which should be executed in the use effect is not excuting. Sometimes it's said.
'SplashScreen.show' has already been called for given view controller.
It works well on the real device but the splash screen not hiding on the simulator.
I am stuck in for the last 3 days and do all the necessary things. Check almost all the questions on StackOverflow regarding this.
I have also try below code but it doesn't work.
import * as SplashScreen from 'expo-splash-screen';
useEffect(() => {
console.log('A');
setTimeout(async () => {
console.log('B');
await SplashScreen.hideAsync();
}, 10000);
}, []);
useEffect(async () => {
await SplashScreen.hideAsync();
}, []);
I have tried almost everything and all the things were working perfectly before ejecting;
I am having strange issue with React Native Detox testing when being ran on local and CI environments.
Following is the piece of code being ran on both of the environments:
import { E2E_IDS } from './constants';
import {
executeBeforeEachTest,
tapById,
testAccount,
typeTextById,
waitForId,
waitForText,
} from './utils';
describe('User email sign in flow test', () => {
beforeEach(executeBeforeEachTest);
it('should login with provided user credentials successfully', async () => {
await tapById(E2E_IDS.SIGN_IN);
await waitForText('Welcome back');
await tapById(E2E_IDS.SIGN_IN_VIA_EMAIL);
await typeTextById(E2E_IDS.SIGN_IN_EMAIL, testAccount.USER);
await typeTextById(E2E_IDS.SIGN_IN_PASSWORD, testAccount.PASS);
await tapById(E2E_IDS.SIGN_IN_LOGIN_BUTTON);
await waitForText('You have no classes yet.');
});
});
On my local mac machine, e2e tests runs fine as expected.
On Github CI mac machine, e2e fails because single tap on SIGN_IN_LOGIN_BUTTON is not enough, if I do the following:
await tapById(E2E_IDS.SIGN_IN_LOGIN_BUTTON, 2);
If we tap the button twice, then it passes the test. I wonder why the first tap is not being acknowledged by the CI machine, that we had to do twice.
If anyone could help narrow down the root cause of this behaviour that would be great.
The last issue was quite tricky, it was actually a UX bug. So, when user types their email and password in the login form, the keyboard doesn't drop when we tap on the login button, because we had a keyboard overlay which is blocking the login button being tapped. To circumvent this issue, we need to add keyboardShouldPersistTaps='handled' to the top level scrollView which will trigger down the tap events to it's child which will result in closing the keyboard plus the tap to right element, all in one go.
It was strange why this didn't happen on my local simulator, perhaps, we can toggle the keyboard on/off which didn't help me to narrow down the issue at hand.
Why 2 taps?
Because, first one was to drop the keyboard (inactive state) then the next one was to tap on the login button.
This is the first time I'm trying to create automated tests for an Electron app using Spectron. It might be my rusty knowledge of async programming but I don't know why the code below is misbehaving:
it ('should allow me to create an account', function() {
return app.client
.waitUntilWindowLoaded()
.waitForExist('//a[text()="Create Free Account"]')
.click('//a[text()="Create Free Account"]')
.waitForExist('//button[text()="Create Account"]')
.setValue('#Email', "test#test.com")
.setValue('#Password', "Password1!")
.click('//button[text()="Create Account"]')
.waitForExist('//p[contains(text(),"Almost done.")]')
});
The test seems to get as far as the first click(), then it should wait for the App to request a new page, eventually displaying a "Create Account" button. However, for some reason, the app itself seems to block at this point. I know the click is occurring. When I try it manually, the app behaves properly.
Mark
I think you need to wait till the next page loads
Also chain
.pause(3*1000)
after clicking the button
(Or)
.waitUntilWindowLoaded(3*1000)
I am getting Issue
unable to get property'_focusTabbable'of undefined or null reference
I am using Jquery-ui-1.10.2.custom.js
Here I am getting issue in
if ( !$.ui.dialog.overlayInstances ) {
// Prevent use of anchors and inputs.
// We use a delay in case the overlay is created from an
// event that we're going to be cancelling. (#2804)
this._delay(function() {
// Handle .dialog().dialog("close") (#4065)
if ( $.ui.dialog.overlayInstances ) {
this.document.bind( "focusin.dialog", function( event ) {
if ( !that._allowInteraction( event ) ) {
event.preventDefault();
**$(".ui-dialog:visible:last .ui-dialog-content")
.data( widgetFullName )._focusTabbable();**
}
});
}
});
}
This bug arises when you open a dialog and then, in an action button of this dialog, call a method that opens a second dialog. When you attempt to close the second dialog, the bug appears.
To prevent this from happening, close the first dialog immediately, and then call the second dialog.
$('#dialog1').dialog({
buttons: {
'No': function () {
$(this).dialog('close')
},
'Yes': function () {
// This works
$(this).dialog('close');
// Open second dialog
OpenSecondDialog()
// This doesn't work. A bug will arise when attempting to close the second dialog
$(this).dialog('close');
}
}
});
I'm opening one dialog and then another to confirm changes which were done in the first dialog. When confirming it doesn't close the first dialog which was opened. So I'm just destroying everything to get rid of the focus issue.
$(".ui-dialog-content").dialog('destroy');
I just put this one in the confirm function of the last dialog so it destroys all my dialogs (since they have the same class).
Just for future reference (and in case anyone else experiences this problem), I got the same error in jQuery UI 1.10.3 when re-opening a dialog after partial postbacks in asp.net. I found out that this was due to a variable $.ui.dialog.overlayInstances that is supposed to evaluate to 1 before the dialog is closed. Since every time the dialog is opened the variable is increased by 1, when the user pressed the close button my value often evaluated to 2 or more. My solution was to reset $.ui.dialog.overlayInstances to 1 every time I opened the dialog. So:
$("#myDiv").dialog("open");
$.ui.dialog.overlayInstances = 1;
I was working jquery-ui-1.12.1 and encountered the same error and as Emyr pointed out this bug has been fixed.
My first workaround used George Beiers approach. Close dialog1 before creating dialog2, then I would restore dialog1 after closing dialog2. The result didn't look so well but it cleared the error in every browser except Internet Explorer.
Turns out there was a function that was attempting to closed my dialog1(already closed) before closing dialog2. Once I reordered the code I was able to keep dialog1 open while I displayed dialog2.
My suggestion if you are having trouble fixing this issue is to add a console log message on the beforeClose and open events to keep an eye for odd behavior.
I remember that error.
For me was
I tried to open a modal by code, then I opened other modal also by code...
They opened well... but if tried again, I received that error.
I had to close the first modal before open a new one.
I've scoured the web, upgraded the player, rewritten it 5 times, and now completing my 5th day of failing, and still cannot accomplish what the folks at Longtail tell me will work. (Don't get me wrong, I love 'em there, but this has me ready to jump off a bridge).
I'm simply trying to load a video that will play with Flash or iOS, and upon loading it, immediately go to a specific point in the video useing the .seek() method. Longtail tells me to use the onBeforePlay() function because iOS apparently doesn't respect the start value of the playlist. This code works like smoke with Flash, but ignores the seek in iOS.
Can ANYone assist me with this - it has become the most expensive script I've ever worked on and I have made zero progress at all. :( :( :( Also, I removed all the console functions and tried that, but with the same result.
Full code/player can be seen at http://www.tempurl.us/jw6e.html. You can see that with Flash, the video starts at 60 seconds, but on iOS, it starts at 0.
jwp = jwplayer('jwp').setup({
title: 'Single File Player', width: '720', height:'240', autostart: 'false', listbar: {position: "right",size: 400},
sources:[
{ file: 'http://media3.scctv.net/insight/mp4:nursing_4_clips_400.mp4/playlist.m3u8'},
{ file: 'rtmp://fms.scctv.net/insight/nursing_4_clips_400.mp4'}
]
}
);
jwp.onReady(function() {
// Create a playlist item of the video to play
var newItem = [
{ title: 'Title4 ACUTE_ABDO_PAIN_400',
image: 'playlistitem.png',
sources:[
{ file: 'http://media3.scctv.net/insight/mp4:ACUTE_ABDO_PAIN_400.mp4/playlist.m3u8'},
{ file: 'rtmp://fms.scctv.net/insight/ACUTE_ABDO_PAIN_400.mp4'}
]
}
];
jwp.load(newItem);
});
jwp.onBeforePlay(function() {
// This Works on PC/Mac with Flash, but does nothing on iPad/iPhone
jwp.seek(60);
});
Simply to close the question, the bottom line on this problem was that iOS will not allow autostart - period. Knowing that, all the expected events that were not behaving as expected made sense. Once the user initiates the stream with Play, everything works as expected. In our case, this is still a problem because we want to start later in the stream, but knowing that made dealing with it more manageable.
If the problem is iOS will not allow autostart - period. Knowing that,
all the expected events that were not behaving as expected made sense.
Once the user initiates the stream with Play, everything works as
expected
then you can have a play button only for tablet and ios device and on Clicking the play button,
call jwplayer().play(), this could be a work around for your problem, and after you have invoked jwplayer.play, which is only possible with the touch event, after play is triggeredother events will work.
otherwise even if you try jwplayer().play() onReady(), or autostart nothing will work because of iOs will not allow autostart as you said
I've solved this problem on iOS using onBeforePlay with seek() and play(). This work on desktop flash and IOS. Doesn't work on Android using the parameter androidhls:true
jwplayer().onBeforePlay(function() { jwplayer().seek(60); });
jwplayer().play();
As Ethan JWPlayer mentioned in comment use onPlay event. To prevent "loop buffering" as you said just use flag variable:
var isFirstStart = true,
seekValue = 60;
jwplayer().onPlay(function(){
//exit if it's no first playback start
if( !isFirstStart ) {
return;
}
jwplayer().seek(seekValue);
isFirstStart = false;
});