So I needed to install a new SDK to use the Compass ANE that I purchased. Which I did and the issue that I had with it was that the "TabbedViewNavigatorApplication" was not a supported component. So, after some research, the problem was with the new framework file. I took the framework file from the original 4.6.0 (file location shown below):
C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks
and put that in the new SDK file. This fixed this issue but now I have another issue where the old code I had working has now broken.
GeolocationEvent.UPDATE is no longer being called
Camera.setMode() causes a crash
UIComponent.addChild(Video) causes a crash
I am able to run the program with no errors.
Event is not being triggered for Geolocation in Flex
This person had a similar problem to me and he says he fixed his issue but I can't work out what he did:
I worked out the ultimate cause of this specific problem. It stems from Flash Builder not installing the complete Android SDK or the IOS SDK. Once I manually installed these by copying the SDK folders to their correct paths in Adobe Flash Builder, my GPS events were called successfully.
To sum up, if you get this trouble where the code and everything looks alright but it wont call up your events, then check to make sure that your latest SDKs for Flex are installed correctly for Android and or iOS
I haven't done any work with flex SDKs and if anyone can either recommend a place to download one which supports these features or has any advice on how to fix my issue I would be most grateful.
Solved issue. In case anyone looks for this, my old SDK would allow me to run the app from a device without requesting for permission for geolocation event. The new SDk forces you to use the permission status event.
Makes sense to me now. Just wish I had an error pop up asking for permission rather than just doing nothing.
Related
I have been trying to upload an iOS app to Appstore but its only appearing on "Activity" tab for 3-5 minutes and then disappears.
Then I got an email from Apple saying that my app is rejected because it is using UIWebView in one of the view controller. I deleted that particular screen and reuploaded the app and had the same error email.
Then I checked my third-party sdks like FacebookLoginSDK and GoogleSignInSDK and updated those and then checked that if the app has no UIWebView which it did not. Then i reuploaded the app but this time again I had the same error email. I have searched the whole storyboard source code and the whole app code to look that if there is any sign for UIWebView but there is nothing, but still I am getting this email.
I also tried deleting 'Derived Data' folder several times and cleaning the build folder also but nothing helps.
On the other hand I have uploaded a different app today which had UIWebView and it got approved but I also got the same email for not using UIWebView.
Does anybody had this kind of experience or can anybody tell me whats going on ?
I got the same issue before.
If you have uploaded the build and showing it in activity tab for few minutes then its not mean that issue is only about UIWebview but there can be some other issue as well.
I have uploaded my app n got the mail related to UIWebview, so I coverted the UIWebview to WKWebView and again I uploaded but that time same thing happend.
I failed to tackle the problem.
Then I mailed to Apple Developer Support and they replied like
Any of the third party library internally using some privacy data you should ask permission for the same.
Then I checked Info.plist, I have given each permission in list still how it comes that we don't understand.
Finally then after whole search the one third party library internally using motion related data without permission so this happened.
Then I have added that in plist and then again uploaded and its approved.
So please you can check your info.plist and also check whether your third party library using any privacy sensitive data without permission or not.
May it help you at some point.
Make sure you update all your plugins to the latest version!
Check this: https://ionicframework.com/blog/understanding-itms-90809-uiwebview-api-deprecation where you can find the plugins that have known issues concerning the old WebView usage.
But be aware that uninstalling and re-installing some plugins will NOT will not install the latest available version of the plugin!
So to be sure that you are re-installing the latest version of a plugin, go to the github repository of the cordova plugin and search for the plugin.xml file and open it. Then, copy the version string found in the root xml element.
Finally, install the plugin like that: ionic cordova plugin add plugin_name#copied_version
<?xml version='1.0' encoding='utf-8'?>
<plugin id="cordova-plugin-firebase" version="2.0.5"
xmlns="http://apache.org/cordova/ns/plugins/1.0"
xmlns:android="http://schemas.android.com/apk/res/android">
<name>Google Firebase Plugin</name>
...
...
...
</plugin>
Are you using the AdMob plugin?
It is not enough to check for the absence of "UIWebView" strings!
You have to make sure that all third party plugins are up to date.
One of the trickiest situations I had went to is when I had tried to update an app (using AdMob) on the AppStore after Apple started rejecting apps using the UIWebView.
The generated iOS source code has no UIWebView references, but still rejected!
After a long headache, I realized that the Google AdMob SDK version I'm using is out of date, knowing that I had updated the AdMob plugin from the CLI, but it seems that the SDK is not updated when updating from the npm.
Finally, I had downloaded the latest AdMob SDK from this link https://developers.google.com/admob/ios/download and replaced it in the source code of the AdMob SDK plugin. Then I had followed the instructions found in this link https://developers.google.com/admob/ios/quick-start to update the code in the xCode.
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
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.
We developed a Hybrid application on Phonegap with the help of IBM worklight 6.1. Worklight is using cordova version 3.1.
My first problem is that when I ran my project on IOS 8.1 platform getting by default sidebar on my screen(i.e. surrounded by red line in attached screen shot).I tried to debug but not able to find out the issue.
![sidebar][]
My second problem is that on every run i am getting "Deprecated attempt to access property 'userAgent' on a non-Navigator object.". I followed this link "Cordova - Deprecated attempt to access property 'userAgent' on a non-Navigator object" but still i have same error.
Any help on the matter would be good
Thank you in advance
The first issue was reported as resolved in the comments after upgrading to MobileFirst Platform 6.3 (which uses Cordova v3.6.3).
The second issue is a Cordova defect, resolved starting Cordova v3.7.
The issue was determined to be harmless as it does not not affect actual execution.
So you case safely ignore it.
However, if you spot related action that does fail (you did not specifically make that claim), do mention it. It will then be re-considered if to back-port the fix...
I'm trying to build an app that uses PhoneGap 0.9.6 and Sencha Touch 1.1.0 for Blackberry. (The app is already running fine on iOS and Android).
Unfortunately the crucial deviceready event does not fire anymore once I include the Sencha Touch files. This is how I tested:
Build the PhoneGap example app as described on http://www.phonegap.com/start#blackberry using the BlackBerry WebWorks Packager 2.0.0
Edit index.html so it's shorter and add alerts in init() and deviceInfo() and run the example on the Blackberry emulator 6.0.0.227. (Could not figure out how to add a code block with HTML so please go to http://pastebin.com/rUU1bDbL to see the modified code.) Everything is still working.
Include the css and js of Sencha Touch 1.1.0: http://pastebin.com/Y4Vydby1 After that change the function deviceInfo does not get called anymore.
According to this thread a similar problem with jQuery Mobile can be solved by changing the order of the includes but every combination I tried had the same problem.
Is this a general problem? Is someone successfully using PhoneGap 0.9.6 and Sencha Touch 1.1.0 on Blackberry?
Temporary solution: revert to PhoneGap 0.9.5.1
This seems to be a problem encountered by most people trying to work with Phonegap/Sencha on Blackberry recently.
We found that the basic PhoneGap Sample demo would break as soon as we included the sencha.js library, even though we were not even using it. I.e., the Sample demo runs fine on Blackberry, but if you then include sencha.js it no longer operates properly.
Someone reported that they resolved the problem by reverting to 0.9.5.1 version of PhoneGap. That worked for us, but 1.0.0 does not.
http://groups.google.com/group/phonegap/browse_thread/thread/3ed0192e44a49ad1/6be7980f9164c455?lnk=gst&q=blackberry+sencha#6be7980f9164c455
We would love to see this fixed so that we can be running the latest version of PhoneGap.
The issue has popped on on various forums lately, but doesn't appear to have Phonegap's attention yet.
e.g., https://github.com/phonegap/phonegap-blackberry-webworks/issues/44#issue_comment_form ("No one is assigned")
This seems like a major problem because it makes it impossible for anyone to do anything on a new Blackberry that uses PhoneGap/Sencha. I know there have been a lot of other things fixed between 0.9.5.1 and 1.0.0 so I am worried about fielding an app using the older version.
Keith Levi