I was successfully created a signed Blackberry app. I have ever deployed it and succeed. But i wonder why somehow, when now i debug it, the app won't run and said,
Error Starting `MyApplication`: Can't find entry point
During debugging, my project doesn't show any errors, packaging works well. As far as i remember, i do not perform any significant changes on my code nor on the project description and properties, before i got this error. Anyone here ever faced the same problem?
For your info, my project has only one main method and uses SMS listener thread inside UiApplication class. I get this error both on real device and simulator. I was trying to completely uninstall the app, but coincidentally it cannot be deleted because delete menu doesn't appear.
First of all, make sure that the main method is in a publicly accessible Class, and add a breakpoint to the first line inside the method, to check that the application isn't throwing an exception and dying on your. Also try putting the whole main method into a try/catch with exception logging to get a look at what might/might not be going on.
Secondly, it is possible that the device/simulator being used just needs the previous version of the application deleting. Go to the settings and navigate to the third party installed apps, and make sure yours is removed. A reboot is required (battery pull). On simulator, navigate to the bin/simulator folder in your SDK directory and run the cleanup.bat file to reset the simulator. Then try again. You say that the delete menu doesn't appear, I assume this is on the Third party Installs screen?
A third option is to go into your application descriptor xml file, and check that there is a visible entry point, and that everything is correctly filled in.
Also try doing a refresh and clean build, and checking that all the files are correctly compiling (is there a class file created correctly in your bin folder? And has the distribution folder correctly populated with the cod/jad files for distribution?)
Another option is to re-import the project into your IDE to force the IDE to regenerate some files, and to try loading another project onto the device. If that works an option could be to copy your class files etc over to the new project.
Some of the above are a hassle, but welcome to BlackBerry development!
Related
I have a project in App Inventor that uses the TinyDB. In this project, I added an extension I couldn't delete and didn't want.
To solve this problem, I made a copy of the app, downloaded the copy as an aia, unzipped the project and fixed the problem, and then zipped it back up.
Then I deleted the copy on AI so I could upload the changed version. Everything went according to plan, and now I have an app with the problem and a fixed project under a different name.
My question is if I delete the problem app and save-as the copy under the original name, will the tags in the TinyDB still be there or will they be in a separate database that I can no longer access?
I tested this question with a simple app I made. Here are the steps I followed, you can skip to the bottom if you want the conclusion:
Methods:
Create a project
Drag in a list view component, two textboxes, a tinyDB, and a button. It doesn't have to look pretty, it just has to be functional
Go to blocks
Add in the blocks below
Build the apk and install it on your device. Store at least 1 tag.
Go back to AI. In the project, click Project>save as... and leave the project name at the default.
Delete the original
In the copy, click Projects>save as... and set the name to the original name you used.
Build the apk and install it on the device. Do not uninstall the first app you installed.
Confirm that the entries you added are still in the app.
Conclusion:
When testing this, I found that the data in the tinyDB would persist from the other version of the app. I think this was because the project name was the same, I was signing the app with the same digital signature, and the tinyDB namespace was the same.
Therefore, it is safe to change the name of the app and then change it back without losing the data on a user's device.
Further steps:
I would also like to test if this works when downloading the aia, unzipping it, and then zipping it back up and uploading it. I think that would yield the same result, but I have yet to test it.
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
The following use case:
create a strings file (not localized) and deploy the application to your test device
localize the file (en.lproj or similar), make some changes to the new file and remove the original file
deploy the application on the device
What I noticed that very often (always?) the application will still use the old non-localized file. The reason is that apparently the file is still in somewhere the application bundle, even though it has been removed from the project. iOS's logic is that if a file of a specific type is looked up, it first checks in the root of the bundle for the non-localized version, and only if it doesn't find it does it go deeper into the localized folders. (Is it just me, or is this logic kind of backwards? I'm used to first looking for language specific file, and then falling back to some defaults, but it might be my Java background.)
Sometimes (always?) removing the app from the device completely doesn't help either. What does in this case is a CMD+SHIFT+K, which cleans the build folder, and after the app is built and deployed again, the correct file is used.
A worse problem would be if such a thing leads to an app crash, like some strange issues with Nibs or whatever - I have seen those as well...
The question is: what would happen if the first version of my app in the apple store had the non-localized file, and the second version localized it? When the user upgrades the app, would they get the same behavior as me during development (i.e. outdated, non-localized file used)?
I can't imagine because I think this would be a cause of a lot of grieving and bug requests, but I can't tell for sure as I haven't yet published any iOS app.
If the behavior is correct when upgrading from the store, why is it? What is so different? Are the files stored locally on my computer somewhere and used when I deploy?
Can anybody share their experiences?
I am creating an installer using the Adobe AIR captive runtime feature. Normally, the compiler generates a directory for me with all the necessary files that I then use to generate an .msi installer with.
Before, I could just double click the .exe file in this generated directory and the application would already work. (Good way of checking whether the generated files are valid).
I have now stumbled into the situation where I double-click the .exe file and nothing happens. No error message, no logs, nothing. The .exe file just exits immediately.
I have dug up and older installer of my app and tried to run this, the resulting install works fine. But once I replace my SWF file in the install directory with a new build of my app, I once again have the problem.
So, obviously SOMETHING in the Main.swf doesn't agree with the .exe file, but since there are no error messages or whatever it is extremely hard to figure out what the problem is.
The application runs fine from the IDE, by the way, the problem only occurs when I use it in combination with the captive runtime output.
Has anybody ever experienced something similar? And how were you able to figure out what was going on? Is there some secret place where AIR perhaps logs some errors, or is there a way to convince it to output some kind of error log?
You need to create a blank file with no extension called "Debug" (I used textedit and simply removed the extension manually). Put that in the META-INF/AIR/ folder, next to application.xml. This will cause the Air runtime to run in debug mode.
From what I can tell, if there are any fatal errors (e.g. a certain failover .swz file can't be loaded) then at least you'll be able to see what's going on.
Did you manage to make this work?
I am building an IOS app using Flash Professional 5.5.
The building goes fine, however, I am needing to edit the app.xml file to make a couple of things work. When I do this, save it and then publish the app, the app.xml file is overwritten and the changes I made are gone.
How do I get Flash to keep using the app.xml file I have created rather than it rebuilding a new one every time I publish the app?
I had the same issue, related to this other issue: http://kb2.adobe.com/cps/909/cpsid_90916.html. I followed the tutorial many times, but every time the file was overwritten and I could not publish with AIR. How I solved: I changed the contents of the file the way I needed, then I write-protected the file (then I compiled again). This way, Flash could not overwrite it anymore.