Has anybody else had any similar experience?
I have this app working fine on Android, but in iOS the online/offline events are not firing.
As far as I know I have everything set up correctly, and I can even use the 'FileTransfer' plugin, but my online/offline event handlers are not being called.
With the following test app:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Test</title>
<script charset="utf-8" src="js/cordova.js"></script>
<script>
document.addEventListener("deviceready", onDeviceReady, false);
function onDeviceReady() {
console.log("Device is ready!");
document.addEventListener("online", onOnline, false);
document.addEventListener("offline", onOffline, false);
}
function onOnline() {
console.log("Device is online!");
}
function onOffline() {
console.log("Device is offline");
}
</script>
</head>
<body>
</body>
</html>
I get 'Device is ready!' reported to the console, but beyond that I get nothing.
Any suggestions?
I got it to work by putting the event listeners above the on device ready.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Test</title>
<script charset="utf-8" src="js/cordova.js"></script>
<script>
document.addEventListener("deviceready", onDeviceReady, false);
document.addEventListener("online", onOnline, false);
document.addEventListener("offline", onOffline, false);
// PhoneGap is loaded and it is now safe to make calls PhoneGap methods
//
function onDeviceReady() {
console.log("Device Ready");
}
// Handle the online event
//
function onOnline() {
console.log("Online");
}
function onOffline() {
console.log("Offline");
}
</script>
</head>
<body>
</body>
</html>
Related
I have a problem while loading views using ui-router in cordova ios build. I'm using cordova angular in my application. The ui-router working fine in android build but while i'm running the app using cordova emulate ios the views not getting loaded.
here is my code looks like,
index.html
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="initial-scale=1, maximum-scale=1, user-scalable=no" />
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
<title>Awesome material design app</title>
<link rel="stylesheet" href="node_modules/angular-material/angular-material.css">
<link rel="stylesheet" href="lib/ionic/css/ionicons.min.css">
<link rel="stylesheet" href="css/style.css">
<link rel="stylesheet" href="css/ngPercentDisplay.css">
<script src="node_modules/angular/angular.js"></script>
<script src="lib/angular-ui-router.min.js"></script>
<script src="node_modules/angular-aria/angular-aria.js"></script>
<script src="node_modules/angular-animate/angular-animate.js"> </script>
<script src="node_modules/angular-material/angular-material.js"></script>
<script src="node_modules/angular-local-storage/dist/angular-local-storage.js"></script>
<script src="lib/angular-touch.min.js"></script>
<script src="js/ng-cordova.min.js"></script>
<script src="cordova.js"></script>
<script src="js/index.js"></script>
<script src="js/controller.js"></script>
<script src="js/router.js"></script>
</head>
<body ng-app="YourApp">
<div layout="column">
<ng-include src="'templates/partials/sidebar.html'" style="top:0px" ng-if ="lang =='ENGLISH'"></ng-include>
<ng-include src="'templates/partials/sidebar-right.html'" style="top:0px" ng-if ="lang =='ARABIC'"></ng-include>
<div ui-view></div>
</div>
</body>
</html>
The router.js file looks like below
app.config(['$urlRouterProvider', '$stateProvider','$compileProvider', function($urlRouterProvider, $stateProvider,$compileProvider) {
$urlRouterProvider.otherwise('/signup');
$stateProvider.state('signup', {
url:'/signup',
templateUrl: 'templates/sign-up.html',
controller: 'signupCtrl'
});
}]);
The index.js file looks like
var app = {
// Application Constructor
initialize: function() {
this.bindEvents();
},
// Bind Event Listeners
//
// Bind any events that are required on startup. Common events are:
// 'load', 'deviceready', 'offline', and 'online'.
bindEvents: function() {
document.addEventListener('deviceready', this.onDeviceReady, false);
},
// deviceready Event Handler
//
// The scope of 'this' is the event. In order to call the 'receivedEvent'
// function, we must explicitly call 'app.receivedEvent(...);'
onDeviceReady: function() {
app.receivedEvent('deviceready');
},
// Update DOM on a Received Event
receivedEvent: function(id) {
var parentElement = document.getElementById(id);
var listeningElement = parentElement.querySelector('.listening');
var receivedElement = parentElement.querySelector('.received');
listeningElement.setAttribute('style', 'display:none;');
receivedElement.setAttribute('style', 'display:block;');
console.log('Received Event: ' + id);
}
};
app.initialize();
controller.js looks like below,
'use strict';
var app = angular.module( 'YourApp', [ 'ngMaterial','ui.router']);
app.controller('myCtrl',['$scope',function ($scope) {
$scope.detail={};
$scope.detail.name="MyApp";
$scope.detail.desc="welcome to my app!";
}]);
Please help me if any one knows about this issue. Thanks in advance.
I am currently in the process of building an iOS app with ngCordova and Ionic. Part of the specification includes being able to access/play mp3 files stored inside the applications 'www' folder.
After experimenting I have been able to play a music file from an external URL, however when trying to use a locally stored mp3 I am having problems.
Here is the HTML:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="initial-scale=1, maximum-scale=1, user-scalable=no, width=device-width">
<title></title>
<link href="lib/ionic/css/ionic.css" rel="stylesheet">
<link href="css/style.css" rel="stylesheet">
<script src="lib/ionic/js/ionic.bundle.js"></script>
<script src="js/ng-cordova.min.js"></script>
<script src="cordova.js"></script>
<script src="js/app.js"></script>
</head>
<body ng-app="editor">
<ion-pane>
<ion-header-bar class="bar-stable">
<h1 class="title">Editor</h1>
</ion-header-bar>
<ion-content ng-controller="MusicController">
<button class="button" ng-click="play('www/elvis.mp3')">Play</button>
</ion-content>
</ion-pane>
</body>
</html>
And here is the Controller/App:
var editorApp = angular.module('editor', ['ionic', 'ngCordova'])
.run(function($ionicPlatform) {
$ionicPlatform.ready(function() {
// Hide the accessory bar by default (remove this to show the accessory bar above the keyboard
// for form inputs)
if(window.cordova && window.cordova.plugins.Keyboard) {
cordova.plugins.Keyboard.hideKeyboardAccessoryBar(true);
}
if(window.StatusBar) {
StatusBar.styleDefault();
}
});
})
editorApp.controller("MusicController", function($scope, $cordovaMedia) {
$scope.play = function(src) {
var filePath = cordova.file.applicationDirectory + src;
var iOSPlayOptions = {
numberOfLoops: 2,
playAudioWhenScreenIsLocked : false
};
var media = $cordovaMedia.newMedia(filePath);
media.play(iOSPlayOptions);
};
});
When I "cordova build ios" and run this on a phone in xCode I get the following error:
2015-04-23 11:59:43.619 IonicProject[1487:375698] Unknown resource
'file:///private/var/mobile/Containers/Bundle/Application/FB22B00F-9020-46C9-BBA2-674009BD84F7/IonicProject.app/www/elvis.mp3'
You can use the direct audio tag for iOS app in ionic and no need to do these thing (these are required for Android app). Just write the following code:
HTML Code
<div ng-bind-html="audioCall()"></div>
Controller Code
$scope.audioCall = function () {
if ($scope.audioUrl) {
return $sce.trustAsHtml("<audio controls> <source src='" + $scope.audioUrl + "' type='audio/mpeg'/></audio>");
} else {
return "";
}
};
I currently have a mobile site I am building and I am having trouble with integrating a custom JQuery widget. For some reason the the pageshow event is firing twice for whichever page is loaded first.
For ease of understanding I have created two HTML pages
Page 1
<!doctype html>
<head>
<meta charset="utf-8">
<title>One</title>
<link rel="stylesheet" href="https://code.jquery.com/mobile/1.4.0/jquery.mobile-1.4.0.min.css" />
<script type="text/javascript" src="https://code.jquery.com/jquery-1.10.2.min.js"></script>
<script type="text/javascript">
$(document).on("mobileinit", function () {
$.mobile.changePage.defaults.reloadPage = true;
});
</script>
<script type="text/javascript" src="https://code.jquery.com/mobile/1.4.0/jquery.mobile-1.4.0.js"></script>
</head>
<body id="default">
<div data-role="page" id="content-one">
<div role="main" class="ui-content" id="one-content">
One<br/>
back to two
</div>
<script type="text/javascript">
(function($, undefined) {
$.widget("test.stuff", {
_create : function() {
console.log("create");
},
_init : function() {
console.log("_init");
},
destroy: function () {
this.element.empty();
$.Widget.prototype.destroy.call(this);
}
});
})(jQuery);
</script>
<script type="text/javascript">
$(document).on("pageshow", "#content-one", function () {
console.log("pageshow1");
$("#content-one").stuff({});
});
$(document).on("pagebeforeshow", "#content-one", function () {
console.log("pagebeforeshow1");
});
</script>
</div>
</body>
</html>
Page 2
<!doctype html>
<head>
<meta charset="utf-8">
<title>Two</title>
<script type="text/javascript" src="https://code.jquery.com/jquery-1.10.2.min.js"> </script>
<script type="text/javascript">
$(document).on("mobileinit", function () {
$.mobile.changePage.defaults.reloadPage = true;
});
</script>
<script type="text/javascript" src="https://code.jquery.com/mobile/1.4.0/jquery.mobile-1.4.0.js"></script>
</head>
<body id="default">
<div data-role="page" id="content-two">
<div role="main" class="ui-content">
Two<br/>
back to one
</div>
<script type="text/javascript">
$(document).on("pageshow", "#content-two", function () {
console.log("pageshow2");
});
$(document).on("pagebeforeshow", "#content-two", function () {
console.log("pagebeforeshow2");
});
</script>
</div>
</body>
</html>
To recreate load page one first, navigate to page two using link, then navigate to page one using link.
When page one is loaded again the pageshow event is fired twice. I have the reloadPage set to true as I have dynamic content for my pages and I cannot serve cached pages.
I very well could be using the events incorrectly.
Try substituting your $(document).on("pageshow",...) with $(document).one("pageshow", ...), which restricts the event to one call http://api.jquery.com/one/.
The problem is that using on in the inline script creates a new event each time the page is loaded. So the first time you load the page, the inline script is executed and the pageshow event is triggered. The second time a new event is triggered again, but the first one is still listening to content-one pageshow. In fact, if you repeat the process you'll see the log three, four, ... times.
Another option could be to create a script in the head section which sets up all required triggers in $(document).on("pageshow", "#content-one", ...), $(document).on("pageshow", "#content-two", ...). In this case, the script will only be initialized once, so it will work.
Wasted about 2 hours trying to do all the fixes on here and other sites. I gave up and put an if statement in their to prevent it from firing again
var hasDownload = false;
$(document).on("pageinit", "#mypage",function(event){
if (hasDownload === false) {
hasDownload = true;
// do some work
}
);
Try to remove the page on hide event, like so :
$(document).on("mobileinit", function () {
$.mobile.changePage.defaults.reloadPage = true;
$(docuement).on('pagehide', function (event, ui) {
$(event.target).remove();
});
});
Remenber that if you don't disable ajax, all request will be with AJAX
i get an empty array when i call the youtube getAvailableQualityLevels() function, but why?
The video has many quality-levels like 360p 480p ... 720p
DEMO:
http://jsbin.com/eyexah/1/edit
YT API Doc https://developers.google.com/youtube/js_api_reference#GettingReference
CODE:
<!DOCTYPE html>
<html>
<head>
<script src="http://code.jquery.com/jquery-1.8.2.min.js"></script>
<script src="http://ajax.googleapis.com/ajax/libs/swfobject/2.2/swfobject.js" type="text/javascript"></script>
<meta charset=utf-8 />
<title>JS Bin</title>
<script type="text/javascript" language="javascript">
var params = { allowScriptAccess: "always" };
var atts = { id: "youtube_player" };
swfobject.embedSWF('http://www.youtube.com/v/ZGx2WUbhnyM?enablejsapi=1&playerapiid=ytplayer&version=3',
'youtube',
'425',
'356',
'8',
null,
null,
params,
atts);
</script>
<script type="text/javascript" language="javascript">
function onYouTubePlayerReady()
{
console.log('# onYouTubePlayerReady');
var ytp = document.getElementById("youtube_player");
var getQuali = ytp.getAvailableQualityLevels();
console.log(getQuali);
};
</script>
</head>
<body>
<div id="youtube"></div>
</body>
</html>
This would work if the state would be playing (or 1).
add a listener for onStateChange events in your onYouTubePlayerReady function:
ytp.addEventListener('onStateChange', 'onPlayerStateChange');
and add the onPlayerStateChange function, for example:
function onPlayerStateChange(event)
{
var getQuali = ytp.getAvailableQualityLevels();
}
See a working example based on your code: http://jsbin.com/eyexah/6/edit
You can retrieve when the state is 'playing.'
Check onPlayerStateChange(event)
I've implemented the audio record plugin on IOS using phonegap/cordova 1.7. IOS5.1
I'm using it over the standard media.startrecord() function as I want to change the bitrate to reduce the size of the file.
It works fine in the simulator.
On the real iphone it records successfully once but subsequently refuses.. it seems to work but on playback I'm getting an error 4 MediaError.MEDIA_ERR_NONE_SUPPORTED
I've created a new project with just a bare bones record and playback and I'm still getting the same issue.
Here's the test code - It's very basic - just a couple of links to record two separate files and play them back. The setTimeout is there to record just a couple of seconds of audio each time.
I've googled til I've worn out my fingerprints but haven't found a resolution.
Any insight you can give would be very gratefully received.
I'm wondering if I'm failing to close out the recording/playback properly? Or are files referenced differently on the sim v the iPhone?
Many thanks!
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no;" />
<meta charset="utf-8">
<link rel="stylesheet" media="only screen and (max-device-width: 480px)" href="iphone.css" type="text/css" />
<script type="text/javascript" charset="utf-8" src="cordova-1.7.0.js"></script>
<script type="text/javascript">
var fs,mediaRec=null, recInterval,recordSettings = {"FormatID": "kAudioFormatULaw","SampleRate": 16000.0,"NumberOfChannels": 1,"LinearPCMBitDepth": 16};
function recfile1() {recordAudio("test.wav");}
function recfile2() {recordAudio("test2.wav");}
function success(){console.log("ok");}
function recordAudio(fname) {
fs.root.getFile(fname, {create: true, exclusive: false}, function(entry){
mediaRec = new Media(entry.fullPath, success, function(){alert("failed");});
mediaRec.startRecordWithSettings(recordSettings);
recInterval = setTimeout(function() {
mediaRec.stopRecordWithSettings();
}, 2000);
}, function(){console.log("error");});
}
function playfile(fname) {
var my_media;
fs.root.getFile(fname, {create: false, exclusive: false},
function success(entry) {
my_media = new Media(entry.fullPath,function(){console.log("ok");},function(err){alert(err.code+" "+err.message);});
my_media.play();
},
function() {
console.log("not found file");
}
);
}
function onBodyLoad() {
document.addEventListener("deviceready", onDeviceReady, false);
}
function onDeviceReady(){
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSystem){fs=fileSystem;}, function(){console.log("failed");});
Media.prototype.startRecordWithSettings = function(options) {
Cordova.exec(null, null, "AudioRecord","startAudioRecord", [this.id, this.src, options]);
};
Media.prototype.stopRecordWithSettings = function() {
Cordova.exec(null, null, "AudioRecord","stopAudioRecord", [this.id, this.src]);
};
}
</script>
</head>
<body onload="onBodyLoad()">
<a onclick="playfile('test.wav');">play</a>
<a style='margin-top:100px;' onclick="recfile1();">record 1</a>
<a style='margin-top:100px;' onclick="recfile2();">record 2</a>
<a onclick="playfile('test2.wav');">play2</a>
</body>
</html>