When i execute my program on 9800, no error found. but i can't execute other simulator. it throws ""Module 'net_rim_bb_browser_field2_api' not found"" error. how to correct it. or what to change on my coding to execute html content .
I suggest a factory reset of your mobile phone - it sounds as if it's missing a critical RIM library. Also, make sure the OS is 5.0 or above, browser_field2 does not exist prior to 5.0.
Related
I'm trying to compile a dependent libraries from the source code and I've got this error:
/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS9.0.sdk/usr/include/unistd.h:446:8:
note: 'fork' has been explicitly marked unavailable here pid_t
fork(void) __WATCHOS_PROHIBITED __TVOS_PROHIBITED;
Is there any way to resolve this issue?
The thing is that I don't actually even need this functionality. When I compile this code for iOS and run it under tvOS then it works.
But I can not submit the application because it contains code compiled for iOS.
What would be the good trick to substitute there a dummy fork() function so it compiles OK (believing that it is not actually used by my specific use-cases).
I don't believe there is a way round this. You cannot create processes under iOS and tvOS is 90% iOS, so the same restriction applies.
You'll have to conditionally compile-out that section of code for iOS/tvOS.
I was trying to make a simple app for sudoku solving on GPU with iOS Metal Framework.
I was following instructions from this blog post:
http://memkite.com/blog/2014/12/15/data-parallel-programming-with-metal-and-swift-for-iphoneipad-gpu/
I version my code here:
https://github.com/mateuszbuda/Sudoku
(As of writing this question HEAD is commit c3e06e0)
And I've encountered error when calling
newComputePipelineStateWithFunction
that is while setting up MTLDevice in ViewController (line 95):
https://github.com/mateuszbuda/Sudoku/blob/c3e06e0e1edc724eea20962f32e49f0df8143b7d/Sudoku/ViewController.swift
The error I get is:
Error Domain=AGXMetal Code=1 "Compiler encountered an internal error"
I'm running this on iPhone 6 Plus with iOS 8.1.3
Have someone any idea what can cause the error I get?
You are experiencing one of the unfinished matters in Metal. The reason the error says "internal" is because this is a compiler error, CAUSED by the compiler. Not you. Try this:
Copy all of the code in the ".metal" file that is not compilable.
Delete the .metal file (NOT just the reference).
Remove all of the content of the "DerivedData" folder located at users/yourUser/Library/Developer/Xcode/DerivedData
Create a new .metal file and paste the old code in this new metal file.
Now build and run, you should be good to go.
Anybody who finds this error make sure to send some sort of error report to Apple so that they can properly debug it and fix it in the next release of Xcode.
For anyone having the same problem, I've figured it out.
It just means that there is something wrong with a kernel function. Most probably it doesn't compile, even if you don't see any errors in Xcode.
I recently downloaded the trial version of Mono For Android. I tried running the Hello World tutorial. I receive the following error:
Tried to launch activity 'HelloMonoDroid.HelloMonoDroid/hellomonodroid.Activity1', but the device could not find it.
A common cause of this is manually adding an to your AndroidManifest.xml whose name does not match your Activity class.
Consider using the [Activity] attribute instead:
http://monodroid.net/Tutorials/Working_with_AndroidManifest.xml
I triple checked my code and didn't see any differences between it and the posted code in the tutorial. So I tried to create a new Mono For Android Project and ran it without modification. I named the Project Driver. Here is the error I received:
Tried to launch activity 'Driver.Driver/driver.Activity1', but the device could not find it.
A common cause of this is manually adding an to your AndroidManifest.xml whose name does not match your Activity class.
Consider using the [Activity] attribute instead:
http://monodroid.net/Tutorials/Working_with_AndroidManifest.xml
Notice it is the same as the original error with only the activity name changed. This is a simple solution. I am not creating a AndroidManifest.xml file manually. Is this a bug with the Mono For Android product?
Go to Tools->Options->Mono for Android and turn on adb logging.
This should write a log to your desktop that might give more details.
Aha, thanks I've found the issue. There is a place in that dialog (Tools->Options->Mono For Android) that sets the Android SDK path. After doing this the solution deploys and works with no trouble. I thought I told the installer where the SDK was, but apparently not. Its possible I got myself confused as I'm evaluating the Eclipse/Android SDK development environment in parrallel.
I've developed and application for iPhone. It works fine on os4 but it does not work on os3.1. In fact works but there are some problems; after splash screen a what screen appears. while I leaving the application I can see the application is opened successfully but just see while exiting.
So I wonder if there is a tool which says which apis have problems with os3.1? So I have a chance to replace them.
If you want to check a specific API, just run this in your code somewhere with an appropriate response. For example, to see if print is supported, run this...
if (NSClassFromString(#"UIPrintInfo")) {
}
Set your project's Base SDK to iphone-os-3-1, then build. All the error messages about classes, methods, and functions that don't exist must designate things added since iphone-os-3-1, since your project built and linked fine against the iphone-os-4-0 SDK.
If you don't have the iphone-os-3-1 SDK, try this instead:
Open your project's Build Settings.
Find the "Preprocessor Macros" setting.
Edit it and add __IPHONE_OS_VERSION_MAX_ALLOWED=30100
Now, try building. This should cause everything introduced after iOS 3.1 to be labeled unavailable, producing the same errors as if you had switched to the iphone-os-3-1 SDK.
It's a good idea to get a second installation of Xcode for this situation, in this case you need 3.2.1 with SDK 3.1.3 - I wish I could help you with a download link since it is no longer shown on Apple's page, but I have googled in the past and found direct, official download links which will work as long as you are signed in with your developer account, so good luck.
The annoying bit is that you need to go through your project files and set "Base SDK" to 3.1.3 and then back once you have completed the exercise. But it is the easiest way to flag what you can't do in 3.1.3. "sudo rm -rf" (I feel nervous even typing that) has an excellent method there but you need to have an inkling of what might be safe and what might not before you implement it or else you end up with code 10x the size it needs to be.
Apple really needs to sort out this issue - hopefully by flagging methods that are prior to your specified "Deployment Target", in the same way that deprecated methods are flagged.
I have a flash app, that we are re-purposing for iPad. I can compile it happily to AIR 2, and can debug it as an iOS app (ctrl+enter, and ctrl+shift+enter) - but when I try to actually publish it I get a Java error - not a compiler error, but an error with the compiler itself if that makes sense. The error is below - sorry for any typos, but you can't copy and paste the error message:
Error creating files.
Exception in thread "main" java.lang.Error: Method 1207 is referenced more than once.
at abobe.abc.LLVMEmitter.referenceMethod(LLVMEmitter.java:3440)
at abobe.abc.LLVMEmitter.access$2300(LLVMEmitter.java:44)
at abobe.abc.LLVMEmitter$MethodEmitter.emitBlock(LLVMEmitter.java:2854)
at abobe.abc.LLVMEmitter$MethodEmitter.emit(LLVMEmitter.java:1426)
at abobe.abc.LLVMEmitter.emitMethods(LLVMEmitter.java:3963)
at abobe.abc.LLVMEmitter.emit(LLVMEmitter.java:3835)
at abobe.abc.LLVMEmitter.processABCs(LLVMEmitter.java:206)
at abobe.abc.LLVMEmitter.generateBitcode(LLVMEmitter.java:174)
at com.adobe.air.ipa.AOTCompiler.convertAbcToLlvmBitcode(AOTCompiler.jav a:329)
at com.adobe.air.ipa.AOTCompiler.GenerateMacBinary(AOTCompiler.java:600)
at com.adobe.air.ipa.IPAOutputStream.compileRootSwf(IPAOutputStream.java :196)
at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:35 5)
at com.adobe.air.ADTPackager.createPackage(ADTPackager.java:65)
at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:165)
at com.adobe.air.ADTEntrypoint.parseArgsAndGo(ADTEntrypoint.java:132)
at com.adobe.air.ipa.PFI.parseArgsAndGo(PFI.java:152)
at com.adobe.air.ADTEntrypoint.run(ADTEntrypoint.java:68)
at com.adobe.air.ipa.PFI.main(PFI.java:112)
This happens regardless of deployment type, or rendering option. I know the certificates, and provisioning profile are correct as when I remove the Class in the .fla itself it compiles quite happily and can be put onto our dev iPad (obviously it just doesn't do anything).
Can anyone shed any light on this as I am not sure even where to start.
EDIT: This is with Flash CS5 running on XP64 if that is of any help.
try using the ADT.BAT command, it worked for us.
First, make sure your Flash Pro CS5 is up to date: http://www.adobe.com/support/flash/downloads.html
You can post a question in the Adobe Forum here: http://www.AdobeAssistance.com
Read the Adobe FAQ for iOS (make sure you are not using unsupported libraries, etc...): http://labs.adobe.com/wiki/index.php/Packager_for_iPhone:Developer_FAQ
I would read the FAQ and make sure my Flash is up to date with the latest version and try it again. If it fails I would post this question on the Adobe Forum.
It has something to do with debug information being present in the SWF. The only solution is to compile the AIR application via the command line and with the include libraries parameter:
"c:\Program Files\Adobe\Adobe Flash Builder 4\sdks\4.1.0\bin\amxmlc" .\src\YourApp.mxml -compiler.include-libraries