Can anybody please tell me how to clean a blackberry 7 project.I am using phonegap and command line in mac for building the project into the device.
For e.g the run command I am using is
./cordova/run blackberry
Phonegap website hasn't given out much details about the clean command.So is there any command for cleaning the project?
Thanks
Go to the simulator directory. There would be a clean.bat file. Run it. It is a bit slow, but does its work.
Related
I've been following this blog for getting started with MAUI on macOS.
https://dev.to/davidortinau/installing-net-maui-on-macos-4mmc
I have everything set up as instructed but the tutorial only show how to start your project on the ios simulator.
I tried plugging my iPhone UUID into this command below but it gives me an error saying that it couldnt find the simulator. I dont want it to run on simulator. I need to find a way to start the app in the physical iPhone.
dotnet build -t:Run -f net6.0-ios -p:_DeviceName=:v2:udid=02C556DA-64B8-440B-8F06-F8C56BB7CC22
I'm on version 6.0.102
Has anyone been having the same issue?
If you want to use a physical device, don't use the :v2:udid= prefix. So the command simply becomes: dotnet build -t:Run -f net6.0-ios -p:_DeviceName=02C556DA-64B8-440B-8F06-F8C56BB7CC22
I'm on an M1 Mac Mini, Monterey 12.0.1, with XCode 13.1 & it's command-line tools and freshly-installed Flutter MacOS 2.8.0. I create a base Flutter project with
flutter create appname
When I do "flutter run" in the ios folder (in the parent folder it launches ok in Chrome), I get the message:
Could not build the application for the simulator.
Error launching application on iPhone 13.
I tried it with the simulator running, and not. It looks like the Runner XCode project build stages runs a script, xcode_backend.sh. I also tried loading the project in the XCode UI to build and get 'Command PhaseScriptExecution failed with a nonzero exit code' on that script.
If I go and run this script directly, from the project folder of the ios folder:
guy#Guys-Mac-mini ios % /bin/sh "$FLUTTER_ROOT/packages/flutter_tools/bin/xcode_backend.sh"
I get the message:
error: Your Xcode project is incompatible with this version of Flutter. Run "rm -rf ios/Runner.xcodeproj" and "flutter create ." to regenerate.
I tried the steps indicated, which I also found on Google, and removed the folder and regenerated the project, but the same message is appearing. (I did export the FLUTTER_ROOT environment variable, both in the shell and it's also defined in the XCode project settings.
I can build and run the flutter apps to Chrome, but not for the iOS simulator. I also have no problem building and running Swift apps I've coded on the simulator.
I got my Windows and Android setup running in minutes, but on the M1 Mac it's been hours without success. Any ideas?
I'm a developer with decent of experience, but this is my first stab at Flutter and cross-platform (other than Xamarin). Any help is appreciated.
I can't fully explain it, but the problem I was having was related to my having the project files on an SMB share I was accessing from the Mac.
I setup the project on an SMB share so I could access it from my Windows and Mac workstations. I found that any flutter project on that share would fail compilation.
To test this, I created a new flutter app on my Mac Documents folder, comiled and ran it succesfully in the iOS simulator using 'flutter run'. When I moved that project to the SMB share and tried to run it, I got the compilation error again, and it wouldn't run (I also tried clean and run). I moved the project back to the local drive Documents folder, and was able to run it again.
I also noticed that the Mac access to the SMB share is painfully slow, though I tried a required_signon fixes from
https://kb.synology.com/en-us/DSM/tutorial/What_can_I_do_to_fix_slow_SMB_file_transfers_on_OS_X_10_11_5 but it didn't help.
I had even tried to factory reset my Mac, and I thought that fixed it, but it was only because I hadn't connected to the share yet, and made a test project on the local drive.
PS: I don't expect to use the exact same Flutter project between the Mac and Windows workstations because of paths and SDK locations, but I am using it as a convenient place for transfering the source files.
My team was able to solve this by supplying an absolute path to the xcode_backend script in a run phase and running it. Running it once seemed to be enough and we could remove it thereafter:
/bin/sh "/absolute-path-to-flutter/packages/flutter_tools/bin/xcode_backend.sh" thin
/bin/sh "/absolute-path-to-flutter/packages/flutter_tools/bin/xcode_backend.sh" embed
I'm using the open source Titanium CLI for updating an app that's currently in the Apple app store. It builds and runs in the simulator without any problems using the command
ti build -p ios
When I try to build for the app store I use the command
ti build -p ios -T dist-appstore -R <company> -P <distribution certificate>
and get an error message
[ERROR] titanium_prep failed to run (10)
[ERROR] This application cannot be built with the Titanium open source SDK because it is an Appcelerator Platform registered application. Please use the Appcelerator Platform CLI tools or Appcelerator Studio to build this application.
I've unregistered the application with the Appcelerator Platform, but it hasn't corrected the problem.
I'm using Titanium Command-Line Interface, CLI version 5.0.6, Titanium SDK version 6.0.0.v20160131225447 and Node version 0.12.7.
Any help resolving this would be greatly appreciated.
There is a migration guide at https://github.com/m1ga/from_zero_to_app/blob/master/appc_to_ti.md
It seems you need to use a GUID that is not registered with appcelerator in the tiapp.xml.
It's also worth removing any <appc-...> or <property name="appc-..."> references to appcelerator services that will be turned off, and set <analytics>false</analytics>
I'm on a Mac with node 0.12 and I was having the same issue with Titanium SDK 5.X.X, but I have changed it to 4.X.X and now I can compile without errors.
I hope you don't need Titanium SDK 5.X.X. or 6.X.X to make your code run...
I met the same problem.
Solution:
re-create your app using $ ti create
or, just build this app using $appc ti build ...
Long explanation:
Our experience is: don't create ti app using $ appc create, just use $ ti create ...
in China mainland, the appc command is not usable at all because of GFW.
I found the related file is the titanium_prep file, which is binary, I can't see any useful information there.
You can't simply edit tiapp.xml and remove the appc/acs attributes to solve this problem
this problem will not occur if you run your app on IOS simulator.
Also, don't downgrade to Titanium 4.X. That means your app won't run at the latest devices.
I'm developing a Phonegap/Cordova app for Android and iOS. For Android I use Eclipse on Windows. On Mac OS X you seem to be forced to use XCode, but since there's Eclipse on OS X too, I would like to use only that.
I found out that this was not possible in the past, but maybe it is these days.
Eclipse is a better editor than XCode in my opinion.
So my question is, is it even possible to develop, build and run for iOS in Eclipse ? Or does everybody use XCode ?
You can't code, build and compile iOS app using eclipse. You need to use terminal/CMD to build your cordova project and XCode to compile and run into your simulator or actual device.
Since cordova 3 was launched, you can use any editor you want, sublime, brackets, eclipse or any other.
You create the project with the cordova CLI and you work with the files on the root www folder.
You can use the CLI to run the app and generate the .ipa and .apk files, so you don't need xcode at all.
So answering your question, yes, you can use eclipse to create the app, but you have to use the CLI to run and install the app, eclipse doesn't have cordova CLI integration
Other IDEs like netbeans have eclipse integration, and editors like brackets have a cordova plugin to run the CLI from there
I'm trying to develop an iOS app using RoboVM and libgdx. So far, I've just created a simple project, and have been trying to get it to run on iOS. So far, the farthest I've gotten is running this command:
robovm -verbose -arch x86 -os ios -cp robovm/lib/robovm-objc.jar:robovm/lib/robovm-cocoatouch.jar -jar <project>.jar
This generates a directory with a file called Info.plist, a file called <package_name>.<main_class>, and a lib directory. The file called <package_name>.<main_class> is a Mach-O executable i386. How would I go about running the file, and how would I go about uploading it to an iPhone as an app? There doesn't seem to be much documentation on RoboVM, and I've never really used a mac before, so I apologize if I'm missing something obvious.
Edit: To clarify, I want to both know how to run the app that was generated by RoboVM after I ran the command above, and to know how to upload that app to an iPhone to run it there. Preferably, I'd like to do this all without the RoboVM eclipse plugin.
Did you use the setup UI of libgdx? If so you can easy run the project:
iOS RoboVM: Right click the robovm project, Run As -> iOS Device App to run on a connected device, or Run As -> iOS Simulator App to run on the iOS simulator. If you run on a device, you need to provision it to be able to deploy to it! [Link about how to start developing with libgdx]
Install roboVM plugin for eclipse. Create the Projects with the setup UI. (Core and RoboVM) And rightclick the robo project Run As -> iOS and it should work.
You do not run it with commandline if you use libgdx. You are missing alot of lib and backend stuff from libgdx which need to be compiled too.
Moreover if you want to upload it to a device you need an Provision.