forge run ios fails with message about imobi.dll - trigger.io

When I try to run "forge run ios", it fails with...
.lib\win-ios-install.exe
Cannot load library imobi.dll
I can't find imobi.dll on my system anywhere. Any ideas?

Are you up to date with the latest core version? I have run into issue like this in the past and downgrading to a previous version seems to help at time, not the best answer but can get you going, unless there is something in the newest version you need.

Related

Google Chrome Lighthouse - Uses Deprecated APIs [duplicate]

I'm testing the performance of my website with Lighthouse DevTool but I can't score 100% in Best Practices because keeps showing this as a problem:
Does anybody know what this means? How could I solve it?
You can find the specific errors in the "Issues" tab where the "Console" output is.
Also getting this, so you're not alone. Wondering if it was a recent Chrome bug I tried here - https://www.webpagetest.org/ and got the same useless error.
After a bit more digging, I found this closed issue on the lighthouse github repo.
https://github.com/GoogleChrome/lighthouse/issues/14233
So, it's been fixed, but only in version 10. Chrome 105 seems to be using lighthouse 9.6.2 and npm at the present time seems to install 9.6.7 (which has the same bug).
You can run the latest version by pulling the repo from github, building and running on the command line. See instructions here
https://github.com/GoogleChrome/lighthouse#develop
Note, the build doesn't work on an M1 mac, due to i386 specific build tools. I had to dig out my old macbook to get this working.

Problem to run Nativescript app on iOS 14?

after updating my NS app to latest version.. I am now suffering to run it on my iOS device..app simply does not open even though its installed. I was trying to run from xcode and got this msg on log :
Class TKDataSource is implemented in both /System/Library/Frameworks/CryptoTokenKit.framework/CryptoTokenKit (0x1fdff00d8) and /private/var/containers/Bundle/Application/A97BDBFB-56E2-4303-A817-F582CEF25550/MYDOC.app/Frameworks/TNSListView.framework/TNSListView (0x104966e70). One of the two will be used. Which one is undefined.
ns run ios shows this error :
unable to apply changes on device: 7BE6C620-A73C-42DF-81AD-65A0083CB13E. Error is: ENOENT: no such file or directory, scandir '/Users/timmrichter/Library/Developer/CoreSimulator/Devices/7BE6C620-A73C-42DF-81AD-65A0083CB13E/data/Applications'.
Any Idea?
Thanks
Try adding an Applications folder to the path /Users/timmrichter/Library/Developer/CoreSimulator/Devices/7BE6C620-A73C-42DF-81AD-65A0083CB13E/data.
I hit that problem, too. I was able to bypass it by opening the emulator via xcode first, and then entering tns run ios --emulator.
what worked for me was making the directory that's trying to be scanned. So in your case running the command
" mkdir /Users/timmrichter/Library/Developer/CoreSimulator/Devices/7BE6C620-A73C-42DF-81AD-65A0083CB13E/data/Applications "
Should solve the problem.
As I have some plugins like i18n which seems not supported on NS latest version. At the end I have downgraded to version 6.5.3 and it's now working on iOS 14.

Fastlane Apple Generic versioning not enabled in this project

What I’m doing is trying to make bitbucket pipline do my iOS CD, I included docker fastlanetools/fastlane image and in the steps i pull and run the docker image everything is okay and i was able to let fastlane command work by calling fastlane beta in the steps.
What’s happening is that fastlane exits with the error
Apple Generic versioning is not enabled in this project.
I followed apple documentation to enable it from xCode
from here
I changed all the targets in my project to use App Generic and still not working
In case it was this issue xcrun avgtool xcrun: error: unable to find utility "avgtool", not a developer tool or in PATH
after
sudo xcode-select -s /Applications/Xcode.app
fastlane stopped complaining
In my case it was the issue of Command Line Tools, which wasn't specified under the location tab.
Add your xcodeproj path.
Like
increment_build_number(
xcodeproj: '../XXX.xcodeproj',
build_number: number
)
I met the same problem. I searched and tried a lot of ways, but still not worked it out. A flash of inspiration came to my mind. I set a certain version via increment_version_number, it was succeeded magically. Then I tried increment_version_number again to make it automatically increment the version number. Lucky me, it worked.
I had two installations of macOS but Xcode only on one of them, after updating I lost the command line tools location. After setting that up in the preferences it worked again
What i missed was missed setting CURRENT_PROJECT_VERSION
(whz. Current Project Version) build setting, which specifies the current version of your project.
Reason:
By default, Xcode does not use any versioning system & no value for Current Project Version. So setting versioning system to Apple Generic ensures that Xcode will include all agvtool-generated version information in your project.
Reference
So make sure, your below set values for
I highly recommend using this plugin if your issue is not having argvtool accessible in CI/CD when trying to bump stuff uniformly for both IOS/Android before it does it in the macOS runner or action etc
In my case this problem appeared after I updated Xcode and my xcode-select was pointing to the missing folder.
After I executed xcode-select -s /Applications/Xcode_13_4.app Fastlane continued working as it used to before.

Flutter run command error : FlutterView.send called on a detached view

Can anyone tell me why my app is not installing at all and ending with the error message
Observatory connection never became ready.
the app was working perfectly fine until yesterday .
I have changed the channel to master yesterday in the command prompt and from then on the app never runs.
I even switched back to channel alpha but still no use.
I have attached a screenshot of the command prompt where the installation was stuck forever.
I am not so sure if I need to reinstall the flutter. I am worried if I uninstall the flutter now it may not configure properly and I might break it forever.
Please can someone tell me what exactly might have gone wrong.
Many Thanks,
Mahi
Instead of reinstall try with following: (Mac)
Set Path Variable: via following terminal command
export PATH=~/flutter/bin:$PATH;
that is bin folder path of flutter.
export PATH=[PATH_TO_FLUTTER_GIT_FOLDER]/bin:$PATH
https://flutter.io/setup-macos/#update-your-path
If above not worked. Check with the Dart version
dart --version
Install the latest dart version:
brew install dart --devel
Hope this helps others.
For Mac
open terminal
$ echo $PATH
it will show like this
/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:
it means you need to add flutter in to path
Open Finder presss command + shift + G
Put /etc/paths in dialog and press GO
Copy the file "paths" and paste it on desktop
Then open the pasted "paths" file from desktop
and add following line into end of the file "/flutter/bin"
Then copy that file and again paste it on /etc/paths
same like step no 2
it will ask you to replace or not
press replace
Now if you hit $ echo $PATH on terminal it will show
/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/swagat/development/flutter/bin
Now your $flutter doctor will work perfectly
The solution is from Google Groups #Flutter-Dev
Thank you very much for your reply #Michael Thomsen.
I've tried what you have suggested and the details are as follows:
When I used flutter run -v command the command prompt output is as follows:
It was stuck for a while at waiting for port connection if I am not wrong.
So I've used AndroidStudio, File>Open and selected android/ folder to run the app then the gradle was showing an error:
Error:Conflict with dependency 'com.android.support:support-annotations' in project ':app'. Resolved versions for app (25.2.0) and test app (25.4.0) differ. See http://g.co/androidstudio/app-test-app-conflict for details.
I modified the build.gradle(Module:app) to show the correct version of 25.2.0 which was previously showing 25.4.0.
dependencies {
androidTestCompile 'com.android.support:support-annotations:25.2.0'
}
I just saved the changes inside android studio and the gradle sync completed without any errors.
Now I can run the app from inside Android Studio and also from IntelliJ IDE.
Thanks very much Michael this solved my problem.
Reinstalling flutter would be my starting point. If this problem persists, please post the output of $>flutter doctor and a description of what exactly leads to this error.

Firebase Unity xCode linking errors

I am having issues trying to make a build from Unity (version 5.5.2f1) with Firebase Auth / Database imported. I am using the newest Firebase SDK of 3.0.0.
The errors I get are as follows:
I believe it has something to do with cocoaPods. The XCode project compiles with a podfile. And the errors I believe are related to missing libraries? But all the required libraries are set to iOS, and are included with the XCode project.
Unsure of what to try next. Thanks in advance to anyone able to help.
When you build and run from within unity, it tries to run the pod installation for the dependencies needed, and patches the xcode project file (not workspace).
If there is an error with this process, you should see it in the console.
Normally pods are meant to be used with the workspace file, but since unity automatically opens the xcode project the plugin tries to make it work.
Try opening the .xcodeproj instead of the workspace.
So I finally figured out my issue. I had a previous build that worked all the way through to my device. So I eventually tried opening that one again, and I ran into the same errors with an older build.
So that got me thinking.. Why would a previous build that used to work fail this time around?
I came to the conclusion that the only things that changed were possibly me updated Unity to 5.5.2f1. So I updated again to the latest release at this time which is 5.5.2p3, and ran through the same steps:
1) Build to iOS
2) Install pods in the target folder
3) Run xc workspace
And it successfully built. So it must of been something on Unity's side. If anyone ever runs into a similar situation, hopefully this will help.
P.S. I also did update to the latest release (at this time) of Unity Firebase SDK of 3.0.1. Not sure if that had anything to do with making a successful build, but wanted to put that information out there.

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