No uploaded version for any of my modules - trigger.io

apologies for cluttering up stackoverflow with what is clearly a trigger.io support request.
I've created 2 native modules, and uploaded multiple versions of each. However, when I try to add one of these 'private modules' to one of my trigger.io apps via the Toolkit.app, I get an error 'You cannot activate this module as it has no uploaded versions.' - which is clearly not the case.
anybody have any insight on why this error is happening?
or more to the point are there any trigger.io staff on SO who can get this fixed / or explain to me where I might be going wrong?

This is a bug in how we're comparing versions in the 3.3.62 version of the Toolkit - we'll be deploying a new version with a fix later today.
Sorry for the inconvenience!

Related

.epub e-book can't be read in Apple Books

I have an .epub e-book that was created in 2018. It was tested and worked with Kindle, Apple, and several other readers.
Now, the file does not work in Apple books - and multiple people have tested or complained about this.
I updated the file to make some corrections, and I still experience the error.
The exact error is: "Book Content Unavailable. There was a problem loading book content. Try closing and reopening the book or relaunching the device." (This does nothing.)
But I can take the exact same file and open it in Kindle, Nook app, and two other e-readers I downloaded from the AppStore. They read it without incident.
I created the book in Calibre and ran both the Calibre bug check and the ePubcheck plugin. No errors found.
I have no idea what the problem is, and why it is just Apple. Has anyone else encountered this? Any ideas or guesses?
Searches for similar problems from others yielded only user-related questions.
The latest version of Apple Books (corresponding to at least iOS v16.1) has a bug that has rendered certain eBooks unreadable. This seems to persist between iPad OS and iOS.
I have experienced this specifically with ePub format books created from Google Docs. One poor workaround I have found is using Pages to create the ePub version of the file - this version works, though, is without headers.
I suspect several bugs exist in the "updated" version of Books. You could try creating the ePub with a different program.
Would love if anyone has found a fix for this.

The FacebookSDKResources.bundle is no longer required for your application

Trying to integrate my app with Facebook for login proposes, i've happened to notice the following log line:
2014-01-07 15:22:08.843 Nutrino[7457:70b] FBSDKLog: The FacebookSDKResources.bundle is no longer required for your application. It can be removed. After fixing this, you will need to Clean the project and then reset your simulator.
The problem is FacebookSDKResources.bundle is not even existing in my FacebookSDK directory. So basically this log message is redundant for me.
Normally i won't care much, but this log message is popping into my log console 3 times in a raw each time i'm instantiating FBLoginView.
Been looking around and saw this answer which state that the guy is probably getting this error after having upgraded to a newer version of Facebook SDK. Unfortunately i'm not upgrading. I started a new project from scratch so i don't have any reference to safely remove from the app project.
Any suggestions? How can i get rid of these annoying log messages
Thanks in advance.
Gil
UPDATE
Ok - I've found out the source of the problem!!
I'm developing my app in xCode5.. Once in a while I open an older version of xCode with an older version of the app for some code references, so the problem happens when both projects are opened simultaneously.
The FacebookSDKResources.bundle does exists on the older version of the project and this is the cause!
Hope it'll helps someone.
original answer
I'm not really sure if this is what solved it, since I left it as it was for a while and the next time I checked those log messages weren't there, but the only thing I do remember changing was the fact the I made my FBLoginView instance a singleton, so there was only one instance of it.
Worth the shot if anyone is dealing with the same issue.

DllNotFoundException in Mono on a Mac

I'm trying to build my unity applicaton on a mac but I have the following error:
DllNotFoundException: libMonoPosixHelper.dylib
I've googled around but can't seem to find a fix for this issue. Has anyone ever come across this before? How did you get rid of the error?
I guess it's because you're using Unity3d Free, correct?
Dynamic including of Dll's is not a feature of the free-version, you'll ned to buy Unity Pro
If your not including a dll on your own, then maybe the installation is broken

iOS Phonegap 2.5 - Cross-device link error

When generating a blank iOS phonegap project I get 25 errors that say "Cross-device link".
I am guessing anyone generating a blank project will see the same thing...
Here is a screenshot for your viewing pleasure:
I have done quite a bit of searching on this but haven't come up with any solutions or clues.
I was originally creating the project to a network drive which was never an issue with past versions of phonegap but I went ahead and tried creating it locally which stopped all of the Cross-device link errors.
So I guess this is sort of a fix but it still seems like there must be a bug or something with 2.5
Update:
Shazron Abdullah from the Phonegap mailing list confirmed this and suggested that I submit a bug report.
Mailing list thread: https://groups.google.com/forum/?fromgroups=#!topic/phonegap/QhrbCwilGKo
Bug report: https://issues.apache.org/jira/browse/CB-2618

Developing Ruby on Rails or any other type of application in XCode

Not sure if this is the right stack to be asking this question, but I recently downloaded the XCode 4 preview and would like to do my RoR development in that. I know it was possible in earlier versions but can't seem to get it to happen in 4. Does anyone have any suggestions on where I could look to get it figured out?
You need to create a 'Workspace' and then you can drop files into the pane.

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