How to run hybrid applications ionic/nativescript in the simulator ios? - ios

Tried to run a variety of applications, including the base is generated at the project initialization nativescript, ionic (2) framework.
Compiling succeeds after xcode runs the simulator and it opens the app or I'll open it by clicking on the icon opens the icon background and hangs indefinitely, and at the end of the log is always the same error regardless of the framework:
CoreLocation: Error occurred while trying to retrieve motion state update: CMErrorDomain Code:104
This error Google, but at the moment I only found an open topic without solutions.
Could this be due to the fact that in macos virtualke and if so, how?

Related

Ionic 6 app getting CORS error accessing develper.google.com on iPad only

I have an ionic 6 app built with angular and cordova. I can build the app just fine for iOS and it runs on an iPhone with no issues.
But for some reason, when running the same build on an iPad I get CORS error accessing developers.google.com (I assume this is from firebase, which is in my app)
Most of the other questions I've found involve Capacitor, which I am NOT using.
Similar, but I'm not making http requests directly. I'm using AngularFire: https://forum.ionicframework.com/t/cors-issue-when-sending-request-from-ionic-to-firebase-cloud-function/185239
I've been able to repeat this scenario. If I remove the app from the iPad simulator and run it again, it works. However, if I refresh using Safari dev tools, or just re-run the app, the issue occurs. (maybe it's a timing issue?)
erorrs.
Some more information around the erorrs
The way I managed to address this was to switch from the Cordova build to the Capacitor build following the instructions here:
https://capacitorjs.com/docs/cordova/migrating-from-cordova-to-capacitor
Essentially, once I started using the newly create ios folder instead of the old platform/ios that was generated by Cordova, the error stopped.
I don't know why, but maybe this will help someone else.

Flutter App freezes in native Splash/Loading-Screen

I and my team have a really frustrating problem for weeks now.
Problem in short
The newest version of our flutter app wrapped again by Citrix MDX is not able to continue running beyond its native implemented Splash Screen. It does not crash.
How I got there
I shipped a Flutter app as an IPA file build with Flutter 1.17.5. The file itself can be installed on any iOS device and runs fine. The IPA-file-receiver tried the same and it runs fine too.
The IPA-receiver wraps&signs the app again with his provisioning profile and certificate using Citrix MDX (Version > 20.x). Only the local MDX tool via command-line (not the online) is able to wrap the app. The log file from the MDX tool does not contain any errors.
The wrapped-app can be installed on their iOS devices and run.
Result: The native Splash-Screen is shown and that's it. The app does not continue to show the first Flutter view nor does it crash or close itself.
Unfortunately, we have no OS logs from the running app and also we don't have the wrapped-app from the MDX tool.
What makes me wonder: ...is that the wrapped app from MDX works on iOS tablets after changing its orientation this will somehow trigger Flutter to load its first view.
What we already did
try-catch'ed the main-Method and provided a Flutter-Screen with some Error-Output capability. Result: The error screen showed that some plugin we are using via pubspec was missing. However, the MDX tool logs showed that the plugin was there. Worth mentioning: The error screen did not showed up in our latest test, the app was just somehow freezing in its native Splash-Screen again.
Searching for any changes since the last release that was running fine.
Is there anyone who has some idea worth trying out or some hint where you would start searching for the problem?
Help is much appreciated and sorry for not having some re-produceable steps.

appium fails to launch on iphone simulator

I have the latest version of appium (1.4.0) on a mac. I'm trying to use the element inspector on an app. So, I tried to launch the app through my device but I keep getting an error saying could not initialize ideviceinstaller. So, I tried running it on the simulator. But, the app keeps crashing and i get the log message that DYShaderAnalyzerNextGPU is implemented in two locations. Then, a WebKit threading error and finally that Instruments exited with code 253.
This could be a few things..
First, did you install ideviceinstaller?
if you have homebrew installed, you can install it with brew install ideviceinstaller
Second, the error you're seeing with DYShaderAnalyzerNextGPU can be caused when the DYShaderAnalyzerNextGPU class is a member of multiple targets in a single app. Does your project contain multiple targets? Is this file a member of both? You can still build/run the app relatively safely with this error, but it would be good practice to organize the project such that DYShaderAnalyzerNextGPU only needs to belong to one target.
Third, does your app run successfully in the simulator at all? If you're trying to do special graphics work inside WebKit, it is possible that you need to be running on a real device. Also, you should not attempt to manipulate what thread WebKit is using, I think it typically wants to be the main thread.

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.

Why does XCode (4.5.1, Lion) require an internet connection to connect to iOS simulator?

I am developing an ios app that doesn't need an internet connection. I'm using phonegap and jquery-mobile. I'd like to develop offline, but XCode gets stuck with a status saying 'Attaching to iosproj' (iosproj is my project name). After that I cannot stop the stuck task, and have to force-quit XCode. With an internet connection however, everything works just fine. Grateful for any clues.
Edit: XCode seems to install the app fine without a network, but it gets stuck before/durimg receiving the deviceready event.
Update 1: The app runs fine on the simulator with or without the n/w. It is purely the XCode-iOS simulator interaction.
Update 2: When using phonegap (Apache cordova), there's an easy work-around to work offline. Once the project has been built and installed (with a n/w), all subsequent updates to html/js/css/img can be made directly to the www directory in the simulator's Library (under your app folder, in ~/Library/Application Support/iPhone Simulator/6.0/Applications).
The Simulator itself attempts to make an Internet connection to Apple as it launches. In particular, the itunesstored process attempts to connect to ax.init.itunes.apple.com and phobos.apple.com.
[That information comes from LittleSnitch. You would be well advised to install LittleSnitch so that you can be sure of exactly what connection is being attempted here. No one - certainly no developer - should be without it.]
If you find this troublesome (that is, if the connection failure is causing you to be unable to run your app in the Simulator at all) you should file a bug report with Apple. However, I've had no difficulty with this, so perhaps this an Xcode bug. I'd suggest first updating to Xcode 4.5.2 in case it is fixed there.

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