BlackBerry advertising for Torch - blackberry

I downloaded the advertising SDK and followed the directions in the development guide PDF that came with the SDK.
This is what my code looks like after setting all the config stuff step by step in the PDF:
Banner bannerAd = new Banner("my zone id #", null);
bannerAd.setMMASize(Banner.MMA_SIZE_EXTRA_LARGE);
add(bannerAd);
When I have just lines 1 and 2 nothing happens, but when I put in line 3 my simulator will not start and it also does not work on an actual device. I am not getting exceptions and do not see anything weird in the event log.
The simulator I am running is a BlackBerry Torch, so is the actual device, and the advertising SDK is for post6.0 devices.

Related

How to log in Objective C when iPhone is not attached to Xcode

I am using Xcode Version 13.4.1 (13F100) on a MacBook Pro with macOS Monterey 12.4 and programming in Objective-C.
I would like to log debug messages when my app is running on the iPhone device AND is NOT attached to Xcode. I tried OSLog like described here: https://www.avanderlee.com/debugging/oslog-unified-logging/
However when I open the Console App and select my connected iPhone after running the app the log is empty and I have to explicitly click on "Start streaming" only then I can see my log when I start the app again.
I would like to log when the iPhone is not connected and the app is running and then close the app and connect the iPhone and see the log from the app run. I don't want live streaming but look into past logs.
Is there a way to do that?
I wrote to Apple Developer Support and they said the following:
If you log in your code using OSLog, then you can retrieve those
messages using the Terminal command ‘log’ later on.
For example, with the device named “iPhone" connected to the Mac, you
can retrieve the log info from the last 3 minutes with:
> % sudo log collect --device-name iPhone --last 3m
You can then use Console to look through the saved logs, or you can
parse out the log data from the command line with the ‘log' command.
See its man page for usage.
Here a link on how to use OSLog:
https://www.avanderlee.com/debugging/oslog-unified-logging/
In Objective-C this worked for me:
#import <os/log.h>
os_log(OS_LOG_DEFAULT, "Some message");
I followed Apple Developer Support's advice and it worked for me.

Swift: Preview on Device fails with "Error encountered when sending 'display' message to agent."

I am trying to get a device preview running on my iPad Pro (4th Gen.) running iOS 14.3. My MacBook Pro is running macOS Big Sure v11.2.1 and Xcode (Version 12.4 (12D4e)).
I am using a project provided by Apple (SwiftUI Tutorial). You can download the project profiles here: https://developer.apple.com/tutorials/swiftui/building-lists-and-navigation
When I want to preview this project, the iPad runs Preview, the App opens as far as I can see but the screen remains white.
The Error I am receiving:
RemoteHumanReadableError: Failed to update preview.
Error encountered when sending 'display' message to agent.
==================================
| RemoteHumanReadableError
|
| LoadingError: failed to load library at path "/private/var/mobile/Containers/Data/Application/5C0603D6-DFAC-4045-AEB5-1F52FE81F045//tmp/E035A269-7512-4B63-A05C-26D2BF6E4226-ContentView.2.preview-thunk.dylib": Optional(dlopen(/private/var/mobile/Containers/Data/Application/5C0603D6-DFAC-4045-AEB5-1F52FE81F045/tmp/E035A269-7512-4B63-A05C-26D2BF6E4226-ContentView.2.preview-thunk.dylib, 2): no suitable image found. Did find:
| /private/var/mobile/Containers/Data/Application/5C0603D6-DFAC-4045-AEB5-1F52FE81F045/tmp/E035A269-7512-4B63-A05C-26D2BF6E4226-ContentView.2.preview-thunk.dylib: code signature invalid for '/private/var/mobile/Containers/Data/Application/5C0603D6-DFAC-4045-AEB5-1F52FE81F045/tmp/E035A269-7512-4B63-A05C-26D2BF6E4226-ContentView.2.preview-thunk.dylib'
| )
I can't imagine that this is caused by a bug from Apple, so I wonder how I could fix this. I would appreciate any help a lot.
I have a part answer to my problem. Instead of starting the real device preview from the preview panel on the right, I chose the play button on the top left. This way, you have to restart the preview every time you made changes and want to see them on the real device but at least building and previewing is fast.
Make sure that your connected device at the top bar is selected (on the screenshot it is not, you can see that because of the blue icon)
xcode real device preview screenshot

How to find the place where the iOS code crashes using Firebase ? (when you can't reproduce the bug)

I'm using Firebase to get information about crashes of users of my application. Most of the crashes has no any useful information about code or place where it happens. All stack-trace and threads shows "Missing" text. Also I can't reproduce these crashes at my PC.
That crash is on Mac OS application, not iOS. My point of view is to look at that doc, (see "Build Your App With Symbol Information"). But may be on Mac OS apps that feature is not available.
https://developer.apple.com/documentation/xcode/building_your_app_to_include_debugging_information
What can I do to find the place it crashes ? See attached screenshot

UnityAds in iOS using wrong game id, and not working

I am using UnityAds in my mobile game, to show a banner and a rewarded video.
In the editor and in Andorid works fine.
However for iOS it doesn't work, i took the logs and i noticed that for iOS is using my android gameid, this i have no idea where it comes from, i searched every file in my project, i never reference the android gameid, just the iOS one.
So it is clearing taking the id not from my initialization but from some sort of cache, anybody has an idea where is taking the gameid from? thanks
Btw
I am using Advertisement package from package manager.
You can open manually Project Folder\ProjectSettings\UnityConnectSettings.asset in text or code editor, then find
UnityAdsSettings:
m_Enabled: 0
m_InitializeOnStartup: 1
m_TestMode: 0
m_IosGameId: <---- THIS ONE
m_AndroidGameId:
m_GameIds: {}
m_GameId:
and edit it

appcelerator iOS application error with geolocation module

We are developing app for iOS and Android and we are using Ti.Gelocation to getCurrentPosition and then set the Region of the MapView of ti.map module.
The app is already on marketplace and downloaded, so we are developing an important upgrade with this new feature. We dont't have problem with Android platform, but with iOS version of the app we get a several error invoking Ti.Geolocation module
The error on iOS 9.x on iPad and iPhone (we have no test on iPod) is:
-[__NSCFString containsObject:] unrecognized selector sent to instance 0x1463d500 at GeoView.js (line xxxx)
This error happens with the project with it.vocami.vocamiapp app-id, in the test project (ap-id=it.vocami.vocamitest) that we use for research and test of new features, no error happens and all run good. When we add at every level of our code (in the first row too), for example, Ti.Geolocation.locationServiceEnabled, in the main vocamiapp project, we get the error.
We have tried all we could think but at the end, if we change the app-id, the code runs otherwise we get the error. We cannot change the app-id because we need to update our published app.
We are developing with AppceleratorStudio version 4.5.0.021602170281 and Ti SDK ver 5.2.0GA on Mac OS X 10.10.5.
I just recently was "hit" by the fact that when I made my app ready for Google Play I use a specific key/user to sign it with. That behaves differently from just running it locally on the phone.
I had to make sure that I had registered two certificates with Google's API in the developer console. It didn't give me exactly the message that you show - but wouldn't show the map with a location. And the way I read the location prior to showing it on the map led me in the wrong direction looking at permissions on Android first :-)
/John

Resources