phonegap.js (cordova.js) functionality missing, or invalid - ios

Ok, trying to build out my first phonegap based project and I am coming to a point where I need to start tieing into the device such as the camera. Which I can't do due to errors like:
Can't find variable: FileUploadOptions
Which I have found means that I have to have this js file called phonegap.js. Which from what I have learned generates at the time of building out your app. However. Sometime in the recent past support for phonegap.js has been removed, and cordova.js is now apparently the file that replaces it. Which this did generate. However the function above for example, fails because there is no reference to such a function/class anywhere in cordova.js yet the cordova docs/help point to phonegap docs.. which tell you to include this plugin (which I do) and tells me how to do things which I follow to a letter so I can first try to get it working. So, this continues to fail.
I go out and find a copy of a phonegap.js but its useless to me as its an older version concept. 1.9.0 (and who knows which platform it was generated for) Either way for giggles I try with that one I get a syntax error. Soooo..
Can someone for the sake of my sanity tell me, one, why is it so hard for the docs to describe these things. two.. If the file is supposed to generate, but doesn't yet its required, what does one do?

It's been a long time since you asked your question so I will answer for PhoneGap version 3.3.
You need to build your project for iOS with phonegap local build ios. Then the phonegap.js file will in $PROJECT_ROOT/platforms/ios/www directory.
Make sure you include phonegap.js in your index.html file, near the bottom so that it is after any dependencies.
<script type="text/javascript" src="phonegap.js"></script>
You may see warnings that cordova.js is not found, but this is ok as long as you have phonegap.js.
For reference, Apache Cordova is an open source project and PhoneGap offers some extra features on top of Cordova.

Related

Changes disappearing when building Cordova app for ios

I'm an absolute beginner with Cordova and was following this tutorial when I started experiencing my problem.
The tutorial is more aimed at building the project for android but I applied the same steps to create an ios build on my mac.
danieloram CordovaProject $ cordova run ios
the default project builds and runs fine but whenever I edit either the index.html or cordova.js files in the ios directory of the platforms folder and run the above command (or cordova build ios), all my changes revert back to the default code.. This behaviour isn't mentioned anywhere that I can see in the linked tutorial.
Am I missing something really obvious?
I haven't been able to find anything online about any other users experiencing this issue.. so I'm inclined to think it is trivial.
Seems I found my answer, and a quick one at that.
The tutorial did not explicitly state which index.html file I was to edit so I naturally assumed it was the file nested inside the platforms/ios directory.
These file however should not be edited as they are overwritten using the outermost index.html file in the myapp/www/ folder.
This SO answer sums it up perfectly with more detail.

How can you permanently change iOS app configuration in Meteor Cordova?

Every time I meteor build, I have to open XCode and do the following:
remove and add an item from "Link Binary With Libraries" (Facebook SDK)
add a URL Type (custom URL scheme for my app)
add a "Required device capabilities" to "Custom iOS Target Properties"
How can I edit my Meteor project to have these steps done automatically, and to auto add things to AndroidManifest.xml?
In some way use mobile-config.js or cordova-build-override?
I'm happy to see another guy who is trying to build a hybrid application using Meteor / extending a Meteor Cordova iOS app, since I'm facing the very same issues. So I'm very happy to share my experiences and approaches with you. :-)
So far, I ended up with the following approach:
I created a base template for my iOS app using meteor build (not meteor run ios-device, since I did not know if Meteor does some optimizations for production code).
Then, I copied the whole Xcode project under /platforms/ios to another loaction and used this new project as my "master" project from then on. This project is being enriched with native code, e.g. it also includes the Cocoa Pods I'm needing.
Of course, I also did not want to copy files each and every time I trigger a new Meteor build. At least, I would like to have the Staging/www folder updated, as this is happening quite frequently.
So my first (rather naive) approach was
delete the Staging/www folder in the master project
replace it with a relative link (using Xcode's linking functionality) to the Staging/www folder inside the .meteor/local/.../ios/ project
This approach did not work, since the shell script used in the Meteor Xcode project can't handle these links.
My second approach is to create a symlink on the filesystem level instead. This works as it should, and I'm able to build the project in Xcode as it should.
I could have followed the same approach for the Cordova plugins folder, but I've decided to replace the plugins manually in order to get a better control over them, even it means a bit more effort then.
Having the symlink in place also means that Xcode's version management (and also SVN which I am using for everything) will ignore everything below Staging/www, which is good in my opinion, because I'm already versioning the webapp code in the Meteor project itself.
BTW: I've started a discussion thread on hybrid mobile app on the Meteor forums as well, but so far it did not get too much attraction:
https://forums.meteor.com/t/building-a-hybrid-meteor-cordova-app-share-experiences/8212
Maybe we could follow up on Meteor-specific things there, to have the Meteor community participate in the discussion?
EDIT: I would also like to share an approach that failed completely, at least for me, maybe I was too dumb... Before I used Meteor's Xcode template as the starting point, I also tried it "the other way round", i.e. I started with my already existing Xcode app project and tried to include Meteor's / Cordova's part by hand. Using this approach, I never managed to set everything up correctly. I had lots of troubles and also had to tweak a lot of the compiler / linker flags to even get the code compiling. This grew me a lot of gray hairs. But even after I managed to get everything to compile, Meteor hang during startup - and I never figured out why.
One remaining problem I'm still facing is that Meteor's hot code push functionality seems to have some severe issues on iOS, that are also documented as GitHub issues. It can happen that the iOS app gets completely broken and needs to be reinstalled. I tried the mdg:reload-on-resume package, but this did not work as it should and made things even worse. As far as I can tell from the GitHub discussions, one should better disable hot code push until the Meteor team has addressed these issues. Breaking the app completely due to code pushes is not what my users would expect.
Unfortunately plist values (and assumably AndroidManifest.xml as well) can only be changed by a plugin:
Add entry to iOS .plist file via Cordova config.xml

CanvasCamera for iOS PhoneGap / Cordova

First of all, I'm really new to Cordova and Xcode and I'm trying to create an inline QR Code scanner from and HTML 5 app (or at least see if it's possible with this plugin).
I'm trying to follow the instructions from https://github.com/daraosn/Cordova-CanvasCamera and I am unsure what format or how to edit the config.xml in my project.
The instructions say:
"Edit your config.xml and add CanvasCamera into your Plugins list." but i dont know what this means or what format it should follow.
Also, when I add the plugins to the Plugin folder in the project, Xcode throws an error saying:
"'NSAutoreleasePool' is unavailable: not available in automatic reference counting mode".
I know that getUserMedia isnt support in Safari/iOS so it's pushing the boundaries a bit. If all else fails, i'll just use the input type=file and access the camera that way.
That plugin you reference looks severely dated. My best guess is, for your config.xml, add:
<plugin name="CanvasCamera" />
once you copied the files into your directory per those instructions.
Also, you could check out https://github.com/donaldp24/CanvasCameraPlugin. You can install it by running "cordova plugin add https://github.com/donaldp24/CanvasCameraPlugin.git && cordova prepare".
Hope this helps.
I found a plugin (http://scandit.com) which is much better than what i was originally trying to achieve.
The only downside is that it's a premium service ($200/month), however the upsides are: super easy to install, is really really fast at decoding (doesn't need to focus, shade doesn't matter), available on plenty for platforms, good documentation.
Another point was that it is a fullscreen camera plugin, which actually works better than inline, what we initially wanted.
Hope it helps anyone else.

AS3 Multiple Application Domain using local null.swf file

I have the following issue, I cannot find a solution on the web, please let me know if you can help me or point me to a proper info about this issue.
To understand the background, Im porting a game from flashDevelop to Flash Builder (please dont give me tips about this comment if doesn't help to my particular problem). Everything works fine right now, the game use a file null.swf as a container of local files (I don't undertand that part completely, but the game has a lot of embed swc files, and the game use the null.swf to access those files, through LoaderMax).
The problem is that everything works fine with a fast build, but it's not working with a standard build, I have the error on Loader class that says "Multiple application domains are not supported on this operating system".
Useful information:
Im using AIR 3.9, compilation flash swf-version=20 (I had 18 when I started with this issue)
null.swf is properly included on the IPA, the code recognize the file, and as I said before it works with a fast build.
For embed swc files, I had to include the files with a compiler argument: "-include-libraries ../../filename.swc ../../filename2.swc etc.."
Thanks for any help.
Regards
It's fixed, using a context:
context = new LoaderContext(false, ApplicationDomain.currentDomain, null);
If I use the third parameter, like ..., SecurityDomain.currentDomain); it doesn't work.

Phonegap + JQM - Phonegap.js?

I am just getting into building a basic app using JQM and Phonegap.
I am using the Phonegap Cloud Builder and so far everything is OK!
But now I want to try and use some of the phones features e.g. the camera. I have read about people doing this successfully using JQM, but the hurdle I am stumbling on involves 'phonegap.js'
As I understand, this file is created typically when a new project is created (using Eclipse of XCode etc). My 'app' is being created by hand (hence using the Cloud Builder) and therefore I have no access to phonegap.js.
All the documentation I find is old and says the files are in the zip download, but they are not. I also figured that the Cloud Builder creates this file, but no idea where it places it in relation to the index page for me to reference it.
So, how can I get hold of the phonegap.js library to use the phones camera, when I am not using an IDE (this is likely to change if there is no way to get the file without one)
Download PhoneGap here: http://phonegap.com/download/, depending on platform you are developing follow appropriate tutorial included in documentation. Ether way you will be having www folder inside your project with phonegap.js file in it. Copy your jQm web application to www and append phonegap.js file in of your index.html. Now you will be able to compile native application that can access phone resources.

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