React native Google Signin Issue in Ios - ios

I am using this library For Google-signin : react-native-google-signin
After Integration of the library in ios I am getting an error while running in a real device:
in signalhandler.cc file
No member named '__rip' in '__darwin_arm_thread_state64
Note: It is running fine in simulator. I am getting the error only when running in real devices.

I had this issue when I tried to run from xcode on a physical device...I saw this solution on github and it worked for me
Change this line:
return (void*)context->PC_FROM_UCONTEXT;
to
return NULL;

Check below steps which required to do in xCode:
1) In Libraries folder RNGoogleSignin.xcodeproj is there or not. If not, then drag from node module folder.
2) Add libRNGoogleSignin.a lib into Link Binary in Build Phase.
Hope it will solve your issue.

I was getting the same error as you when I was trying to run an out of box React Native app on my iPhone X. Which I am running Mojave on a MacBook Pro using Xcode 10.
I had no issues running a base React Native app in simulator but have an issue running it with a physical device. While looking in the libraries, I was not able to find RNGoogleSignin.xcodeproj that Nirmalsinh motioned.
So, after some digging I found this thread.
https://github.com/facebook/react-native/issues/16106
It looks like there is a serious bug with Xcode 10 and React Native.
They suggest to take line 78 where it throws the error and just return null and it fixes that error. As below.
ucontext_t *context = reinterpret_cast<ucontext_t *>(ucontext_in_void);
return NULL;
Don't know why that line would throw and error or what that context is actually for, but returning NULL allows me to compile it on the physical device.
Don't know if this fixes your problem, but it might help others who stumbled on to this like I have.
And if it is because its missing RNGoogleSignin.xcodeproj, then there needs to be another way to add that library in as it was there in my folder. Unfortunately, I don't know where you could find it to install it.

Related

Lexical or Preprocessor Issue React Native

I'm trying to test my React Native v0.40.0 application on my physical iPhone 6s device. I've been having a ton of issues and not sure why. When building the application, it says it succeeds but shows a fatal error 'cxxreact/JSBundleType.h' file not found under Buildtime errors and the application doesn't get installed onto my phone. Additionally, I managed to install it once a few days ago, but was having issues making api calls since the call was being made to localhost so I believe the fetch() calls weren't resolving correctly. I found this article https://tylermcginnis.com/test-your-react-native-app-on-your-iphone-or-ipad-c632b4beb3ed/ but the AppDelegate.m file is different now so I don't know how to make the modification that everyone is suggesting. Any ideas?
I hit this issue and found answers no where...I wish a had a better solution for you but what worked for me was running react-native upgrade and resetting everything :/

Internal API error

Since few days, every time I try to run my app on my iPhone, I get get this error message "There was an internal API error".
I'm getting this error just with one application only on my iPhone. In fact, there's no problem with the same app on simulator or on my iPad. No problem too with other apps on my iPhone...
I've tried many things mentioned in those threads:
"There was an internal API error." while running an app on any iPhone/iPod-touch device
Xcode 4.4 - There was an internal API error
like remove/re-run the app, reboot iPhone/mac, clear cache, check plist, check profiles, check build settings, restore iPhone.
I'm using xCode 7.1.1 and iOS 7.1.2
Can someone point me on what I forget to check please ?
As per my work and research I got a solution. Since I was preparing the build in manual way from product. In that case my appname.app was copying in folder from which I have to create a build, that app was not copied properly and I prepared the build and installed in my device, in that case I got this error.
I again clean the Xcode prepare the build properly and installed it, it works.
When I rename my project and delete the special character "ç", xCode success to run the app on my iPhone. It might be related to xCode 7, before there was no problem for compiling.
I also had this problem. The way I solved it was by removing the special characters from the Product Name (in Build Settings) - I had an 'æ'. Indeed, it looks related to Xcode 7, because it used to work on previous versions of Xcode.

EXC_BAD_ACCESS when trying to run Unity game on iOS simulator

I'm usually not a Mac/Xcode user, please forgive me for incorrect terms or understandings.
I have a 2D Unity game which I can successfully build and run on Android and Windows Phone devices/emulators. When building for iOS, I can successfully create the Xcode project, open it and build the app in there. The only change in the iOS-specific player settings I made was to set SDK Version to Simulator SDK.
However, when trying to run it inside the simulator, the splash screen appears, then Xcode pauses on something that looks like an assemby file with an error message: Thread 1: EXC_BAD_ACCESS (code=1, address=0x4).
As I had no idea on what to do, I started stripping down my project (in Unity) until I had no more gameObjects but the camera left on the start scene. Also, I removed all other scenes from the build. The only thing that changed was that above error message now seems to appear on another assembly file.
What could be the issue here? How should I investigate further?
Update
This is the stacktrace:
Update 2
I've created a new blank Unity project, and I get the exactly same error there. The problem seems to be related to Unity or my machine, not the app itself.
Workaround
After days of researching, I still couldn't resolve the issue and finally built for a real devices instead of the simulator. Since I don't own one, I "blindly" submitted the result to the app store, and it got accepted.
For me, that's the proof that the issue is solely related to the combination of Unity and the iOS simulator, i.e. that those two don't work together reliably.
On the other hand, it seems relatively safe to assume that an app will work on iOS if it's been successfully tested on Android, Windows Phone and the default player. Of course, unless iOS-specific features are implemented.
I only know one reason, that leads to this behaviour (device builds work, but simulator builds won't).
=> This could happen, when using native iOS code / plugins
To fix that, you'll have to modify the <path-to-xcode-project>/Libraries/RegisterMonoModules.cpp file, cause somehow Unity does not register those classes/methods for the simulator.
Just look for #if !(TARGET_IPHONE_SIMULATOR) defines and shift them to have all your plugins included, also in the simulator. There will be some move mono_dl_register_symbol() that you'll need.

'Cordova/CDVViewController.h' not found when Archiving in Xcode (from Worklight)

I'm suffering this error message when trying to Archive my app prior to submission to the App Store.
The full error is:
In file included from /Users/Kevin/Documents/workspace/SongLink2/apps/SLPhone/iphone/native/Classes/CDVMainViewController.m:14:
In file included from Classes/CDVMainViewController.h:15:
/Users/Kevin/Documents/workspace/SongLink2/apps/SLPhone/iphone/native/WorklightSDK/include/MainViewController.h:34:9: fatal error: 'Cordova/CDVViewController.h' file not found
#import <Cordova/CDVViewController.h>
^
1 error generated.
I'm using Worklight 6.2 to generate the project having added both Android and iPhone environments). I then switch to Xcode 6 to Run my app. This is successful for Run but fails when I Product->Archive with the error.
I've recently upgraded everything to:
IBM Worklight Studio 6.2.0.00-20140915-1601
Xcode 6.0.1 (6A317)
... but with no success.
I've tried:
Changing Header>Search Paths: but this had no effect. This also suggest reinstalling Cordova but I'm unsure how to do this in a Worklight environment.
Perform Product->Clean with no effect. This discussion also suggested running ./update_cordova_subproject /path/to/your/project but I don't know where Worklight installed cordova to try it.
Many discussions suggest Xcode->Preferences->Locations->Advanced and make sure it's set to Unique... but I'm already set to this value.
similar: but this didn't seem to get resolved
Please help me on my last step to app store submission!
In looking at the Header Search Path(s) I noticed I'd introduced an extra double quote which was causing Xcode some confusion! Once I removed that it worked fine.
Many thanks
I experienced this problem and the solution was a classic XCode mystery incantation to add to your search path:
"$(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include"
Found on this website:
http://forum.ionicframework.com/t/cordova-cdvviewcontroller-h-file-not-found-in-xcode-7-1-beta/32232/4

dyld: Library not loaded: #rpath/libswift_stdlib_core.dylib when running on iPhone

Update 2: This is an old question involving the developer beta of iOS 8 and Xcode. The problem was that the Swift standard library wasn't included in the iPhone 4s iOS 8 beta. The issue has been resolved in the release.
Update: I've been getting fed up with the errors and crashes that come along with beta software, so I decided to reset my phone to iOS 7.1.1 and now the error is gone... I have no idea what is going on, but I'm going to assume its a bug since iOS 8 is still in beta. I will file a bug report with Apple and hope it gets resolved with the next seed.
As many other people before me, I am receiving the following error message when running a swift-based app on my iPhone (4S running iOS 8.0 beta 1):
dyld: Library not loaded: #rpath/libswift_stdlib_core.dylib
Referenced from: /private/var/mobile/Containers/Bundle/Application/
CDC7263B-9F18-4369-87CC-F36DB5163B99/TESTPROJECT.app/TESTPROJECT
Reason: no suitable image found. Did find:
/private/var/mobile/Containers/Bundle/Application/
CDC7263B-9F18-4369-87CC-F36DB5163B99/TESTPROJECT.app/Frameworks/
libswift_stdlib_core.dylib: mmap() error 1 at address=0x00206000,
size=0x00128000 segment=__TEXT in Segment::map() mapping
/private/var/mobile/Containers/Bundle/Application/
CDC7263B-9F18-4369-87CC-F36DB5163B99/TESTPROJECT.app/Frameworks/
libswift_stdlib_core.dylib
When running on the iOS simulator (iPhone 4S), I get the following (many times):
SetAppThreadPriority: setpriority failed with error 45
- This is a new single view application project generated from the built-in templates with Xcode 6 beta, with none of my own code. (Also happens with an empty application)
- I have already tried the solution found here (restarting Xcode)
I can't seem to find any other way of moving/accessing the required swift library.
For me, quitting and relaunching Xcode made this go away.
I ran into the same problem and I think it maybe because the app has to be configured to dynamically load certain frameworks. In any case changing the "Runpath Search Paths" build setting to "#executable_path/Frameworks" seemed to fix the problem.
I'm guessing that Xcode sets this automatically for new projects but older projects may need to be fixed manually. In my older project it was blank.
I hit this problem in simulator. I tried some settings listed here http://ikevin.tw/?p=174.
In summary, Defines Module -> Yes, Embedded Content Contains Swift Code -> Yes, Product Module Name -> [My product name].
These changes managed to get me to launch and run.
The trick is that afterwards, I reverted the changes to see which of them actually made a difference. After reverting all of them, the app still launched. So it's completely unclear what actually caused the app to end up launching.
I'm guessing your iPhone 4S is lower than iOS 6. We also did regression tests on iPhone 4S's on iOS 6 and 7 but they were all fine. Devices on iOS 5 and 5.1 had the same error as you have though.
I had this issue using an Ad Hoc (or enterprise) mobileprovision with a production certificate. Switching to a development certificate and mobileprovision solved the issue.
99% of the time when you get an error like this when upgrading the beta, it's the cache in ~/Library/Caches/com.apple.dt.Xcode* directories. Delete these and rebuild.
I had the same issue on an exploratory project. When I tried to build on a device I got the error. All I had to do was set the 'Provisioning Profile' in 'Code Signing' and everything worked.

Resources