YouTube player stops whenever the advertisement plays. I have been running my app like 2 years and this problem started about couple of days ago. I did nothing to interfere advertisement, and it worked like charm during last 2 years. So I tested several phones and some of them was OK but some was NOT. If a video starts play without ad then it works fine.
YouTube App version : 11.04.56
(I tested same YouTube version at different phone and it has no problem. I guess it's not a problem of YouTube App)
Phone that problem occurs : LG G4, Android 4.4.2, Kernel 3.10.0, Build number KOT49I.F460K11c, Softwareversion : F460K11c
Here is my catlog
java.lang.NoClassDefFoundError: tc
at sz.<clinit>(SourceFile:145)
at ipw.e(SourceFile:250)
at bom.run(SourceFile:74)
at android.os.Handler.handleCallback(Handler.java:733)
at android.os.Handler.dispatchMessage(Handler.java:95)
at android.os.Looper.loop(Looper.java:136)
at android.app.ActivityThread.main(ActivityThread.java:5118)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:515)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:607)
at dalvik.system.NativeStart.main(Native Method)
Follow this issue to check when it's solved, but probably a Youtube App update fix the problem, we cannot do nothing in our code.
Related
AudioKit, macOS:
When I do mixer.addInput(myAudioPlayer), the program outputs this message:
2021-09-16 11:41:44.578038+0200 ShowTime[16140:1611137] throwing -10878
... numerous times.
Do you know what -10878 is, and how to fix it?
I would also be interested in knowing what "ShowTime[16140:1611137]" means. Can I use these numbers to track where my program fails?
Thanks.
This happens independently of AudioKit.
It has to do with AVAudioEngine or some lower-level component that AVAudioEngine uses.
I can verify that it happens specifically when I connect a AVAudioPlayerNode to the engine's mainmixer. If I connect the player to the outputNode directly instead, then it doesn't happen... but I also suspect that it's harmless -- it also happens in known production code and Apple code samples.
I only see this "bug" when using an emulator running IOS 15.2. It doesn't occur on my real device (IOS 14.4), OR on an emulator running 14.4.
This means that it is a bug or simply "log noise" introduced some time between IOS 14.4 and 15.2. I haven't tested any versions in-between.
PS - I don't see the "Showtime[####:####]" part of the log, so that part probably is coming from AudioKit -- wrapping the log with NSLog.
Issue description
AVSampleBufferDisplayLayer seems to hang on iOS 12.3.1 (>= iOS 12.2 is also affected) after
reboot. It looks that after 5 minutes everything works fine again.
The issue is not reproducible on iOS 11.
In our production code we don't use AVAssetReader, so please ignore any issues
with it, if minor.
I can make application hang on AVSampleBufferDisplayLayer init, enqueue and
requestMediaDataWhenReadyOnQueue.
Please advise how we should implement AVSampleBufferDisplayLayer correctly
(examples are welcome). Especially when we have to maintain and exchange
many display layers at once.
How to reproduce the issue:
Clone repo: https://github.com/mackode/AVSampleBufferDisplayLayer_Hanging
Download:
Tears of Steel segment
Put tearsofsteel_4k.mov_1918x852_2000.mp4 in Resources/ directory
Open AVSampleBufferDisplayLayer_BlackScreen.xcodeproj
Take iOS 12.3.1 device and reboot it
Start debugging AVSampleBufferDisplayLayer_BlackScreen
The video should start playing, then move a slider (seek) one or a few more times
Sample code is available here:
https://github.com/mackode/AVSampleBufferDisplayLayer_Hanging
Observed result:
Video hangs usually on AVSampleBufferDisplayLayer methods
Expected result:
Video seeks and continues to play
Can someone help me with solving this mistery?
I have deployed an ionic app on my iPhone from a Xcode project. After 2 weeks, I tried to open my app on iPhone and it closed unexpectedly. Thus, today I have re-deployed the app, it can be opened successfully. However, I'm curious what is the cause and will it close unexpectedly again. Any suggestion? Thanks! :)
This issue can be with the time that cordova takes to load. If your app is heavily loaded with javascript libraries, more controllers and factories, some external javascript files(from web) cordova takes a little more time to load, if it crosses the time that it has to, the app will be closed unexpectedly.
Same way in Android, you will see the error "{AppName} stopped unfortunately".
I found that it is just because I use a free Apple developer account. The app can run only about 7 days. If you want a long term app, you need to pay for it.
I have a site that every time the javascript executes document.getElementById('audioID').load(); or document.getElementById('audioID').play(); it will cause my iPad/ iPod running iOS8 in standalone mode to suddenly crash and exit to the home screen. The same site running the normal Safari browser on iOS8 works perfectly fine. I could not reproduce this issue on iOS7 either.
This issue seems similar to the following stack issue that appears to be describing an IOS8 bug: Why HTML5 video doesn't play in IOS 8 WebApp(webview)? , except that my issue deals with audio instead of video and is not just failing to play the audio but it is crashing the standalone window.
Has anyone else experienced this, or know what exactly could be causing the standalone mode to crash after?
[UPDATE]
It appears to be the combination of a submit button along with attempting to play audio in iOS8's standalone mode will cause a crash. I have created a quick gist that demos this bug here: https://gist.github.com/macmadill/262d65ad1c02936fca4b
[UPDATE]
I retested this bug on 3 different iPads, here are my results:
iOS 8.1.2 - standalone mode crashed
iOS 8.3 - no issue
iOS 9.2.1 - no issue
I ran across the same issue. For a slightly complex workaround, it turns out that using the Web Audio API worked even when the "webapp" was saved to the ios home screen. See the following:
https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/PlayingandSynthesizingSounds/PlayingandSynthesizingSounds.html#//apple_ref/doc/uid/TP40009523-CH6-SW1
https://developer.mozilla.org/en-US/docs/Web/API/AudioContext
http://codetheory.in/solve-your-game-audio-problems-on-ios-and-android-with-web-audio-api/
http://www.html5rocks.com/en/tutorials/webaudio/intro/
Some of the examples use a deprecated API. For example:
noteOn(x) is now start(x).
createGainNode() is now createGain()
The only solution is to use the Web Audio API.
I found out that
https://github.com/goldfire/howler.js/
is a great wrapper that make it easy to use.
Good luck
I'm implementing the Chromecast feature on an app of mine but I've been having a hard time figuring out a solution to my problem:
One specific stream doesn't get started on Chromecast, even though it works fine on iOS's default media player. I've tried using the debug string on mychromecastip:9222 but had no success.
I also checked the mim type, but it seems to be the same as my other working streams.
Any ideas on how to attack this problem?
You need to explain what you mean by "tried that and had no success". In the most recent build, you are required to run your own app first and then try to attach the debugger to port 9222; if you do it before connecting your app, it will not work. In addition, make sure you have turned on logging (see the Debugging section here) for details.