As part of fabric integration I have installed Fabric mac app,
I found that whenever I run the project(I am running iOS app through XCode), the Fabric app also gets launched automatically,
My Questions are:
Why it automatically launches when running project ?
Is there a way I can stop this happening ?
FYI: The same happens even when the app is running in simulator.
Mike from Fabric here. It's an odd behavior that you're seeing and is most likely due to an old version of the Run Script. Years ago, the run script build phase required the Fabric app to be present in order to handle the actual uploading of the dSYMs. We would move the dSYMs during the build of the app to a location that the Fabric app would then asynchronously upload them. That behavior was changed a long way back, but it's possible a new version never was included. The current version is: Fabric.framework/run 1.6.2 (205)
I'd check the version by running ./run -v from the project and update your Fabric and Crashlytics frameworks.
You can also remove Fabric.app completely from your system and switch to using CocoaPods or manual installation instructions. It hasn't been required to use for a couple of years.
Related
I am currently building a react native app using expo.
However, I needed to use cocoapods, which is why I am now using Xcode.
Since I have switched to Xcode, there has been a difference between my local debugging builds (that I run to a USB connected iPhone) vs the builds that get pushed to TestFlight.
After doing some digging I have found that it may be due to the debug vs release schemes in Xcode.
From what I've see it seems that the difference should really just be in performance, file sizes, and some other aspects, but not what the app actually does and displays like in my case.
To test, I made a change on my app's homepage to simply have the text, UPDATED.
As expected, when ran with the debug scheme, the UPDATED text shows up, but when ran with the release scheme, it does not.
How do I get these to sync up and have the release build recognize the changes I make as I am certain I do not want to push a debug build to the app store?
Things I have tried:
Removing/cleaning Build folder and rebuilding
Updating Xcode
Running on another device
Building/running with expo (this did something, but it just causes the app to crash, assuming it is because of the cocoapods)
Versions:
react-native: 0.61.5
Xcode: 11.4.1
macOS: 10.15.3
Thank you
I have fixed the issue.
I found that by running expo publish in the terminal and then building with the release archive scheme in Xcode, it notices the changes.
Now why that is required (maybe it isn't), I am unsure of.
If anyone has an any additional insight, it would be greatly appreciated.
EDIT: So it looks like when I run expo publish it updates the app.bundle and app.manifest. This must be what the release scheme looks at when building.
I was using xcode 9.4 for react native 0.55 in production. But apple keeps sending mail each time a build is submitted to appstore, forcing the xcode update for the latest ios 12 sdk.
I updated xcode and solved the bugs I was getting during a local build following this blog post. The build is successful running from xcode locally.
However, the build is failing in circle-ci and the glog script that I run doesn't work for some reason.
So, I want to ditch the new build system and go back to the legacy build system.
Is it okay to release a build with legacy build system? I've heard that the new build system helps for faster builds with swift code. I don't have any swift code and want to push an update immediately to the appstore.
This update is a blocker.
Following the Readme of the https://github.com/flutter/plugins/tree/master/packages/firebase_messaging I set up the IOS and Android firebase. On Android it works but when I try to install the app by running "flutter run" on IOS, it gets stuck at installing it and I can't open it.
After I took the screenshot a new line appeared under "Installing and launching", "Configuring firebase for this app..." (or something like this).
I tried deleting the pods and set up again.
I tried deleting the app so it can be installed again.
I that at some point during the "Installing and launching..." the app tries to open but closes back immediately. Is it a crash? How do I get some sort of info regarding this? Thank you!
check these two things:
For iOS, the firebase_messaging functionality only works on real devices, it doesn't work on the simulator. (it does work in Android emulator)
Run open -a xcode ios/ and try to build the app there (⌘R), there will be more details on possible errors, specially regarding filling in the Signing section. Even if it's not signing, you will find out what it is, and after fixing it, the flutter cli will resume running without issues.
I have recently installed the newest version of Cordova (phonegap) 3.4.1 on my iMac. Downloaded the helloworld app. Built it according to the documentation in the platform guides at the command line. Opened xcode (5.1.1) and opened the helloword.xcodeproj file. I see all the files that I expect under WWW directory. Selected a simulator and clicked the Build button. I get the message that build succeeded.
And that's it. I can't seem to run it.
command-R is grayed out. I can't find any configuration that allows Build and Run.
When I did native iOS app development a couple of years ago using XCode 4.x I had the option of build or build/run. I don't see that similar information now.
Basically I just want to see the freaking program run in the simulator and my friend Google is letting me down.
I am trying to integrate Crashlytics with Xamarin.iOS. I have successfully added a binding and started the logger with my API key. I'm able to crash the app but no reports are landing on the web dashboard. When adding Crashlytics to an xcode project it prompts you to add a build phase task to run a script (Which I believe uploads your symbol files to their website).
./Crashlytics.framework/run APIKEY
After creating a binding of the framework for Xamarin this doesn't work as expected... I haven't added a build task in Xamarain Studio but running the command from the terminal yeilds:
MacBook-Pro:Crashlytics.framework user$ ./run APIKEY
2013-09-04 16:10:49.941 run[9238:707] Crashlytics.framework/run 1.2.3
2013-09-04 16:10:49.943 run[9238:707]
Crashlytics: Failed to Detect Build Environment
BUILT_PRODUCTS_DIR value not found in environment
So finally the question:
How do you integrate this build script into the Xamarin environment? Do I need to copy more assets around to trick the run command into thinking all is well?
Latest versions of Xamarin Studio support Crashlytics out of the box:
We had been using Crashlytics with our Xamarin project. But, it seems with Xamarin.iOS 8.6 and/or Xamarin Studio 5.7 it is no longer supported, and the Crashlytics APIs have changed.
Here are the steps I used.
In the Xamarin Studio , go to the touch container and add the Crashlytics API key in the Build -> Crash reporting section. Build and run that app. The evidence suggests that is enough to get data sent to Crashlytics. I saw that it knew about older versions of the app I had built and ran weeks ago with the API key already in.
Go to Xcode and create a new project with the same name as the Xamarin project, com.{company}.{appname}. (You probably need to have that profile downloaded.) I did it in Swift by the way with no issues.
Go to crashlytics.com com and go to settings -> Apps (or https://www.crashlytics.com/onboard)
You will get an app to download and run. The app walks through the steps of adding
A build phase run script
Code to the application main Crashlytics.startWithAPIKey(“nnnn”)
Run your Xcode version of the app
The Crashlytics web page popped up immediately.