Error while deploying flutter application on google play store - flutter

When deploying a flutter application on Google Play Store the following warning message appears:
Warning
This App Bundle contains native code, and you haven't imported any debugging symbols. We recommend importing a symbol file to help analyze and debug crashes and ANR errors.

That is something coming from the Flutter codebase itself. Its been like that for a long time now and hope the future releases resolve that.
For now, you can simply ignore the warning and proceed with publishing the app.

Related

UnityUploadFailed: There was an error uploading the Android App Bundle. Try again later or contact Google Play developer support if the error persists

There was an error uploading the Android App Bundle. Try again later or contact Google Play developer support if the error persists
I am getting this error and I tried resolving it using multiple things like clearing cookies, using different browser, using different internet connection. Nothing Worked.
Any help will be appreciated.
Thanks
That can happen if the app bundle you're trying to upload has the same version code as an app bundle that has been already uploaded. Double check to see that it has a higher version code.

Configuring Crashlytics Without Using CocoaPods Not Getting Crash Reports

For my app, I tried to configure the Firebase Crashlytics. For configuring I’m not using the pod file. Installed Firebase Without Using CocoaPods. For that I followed the following link:
https://mokacoding.com/blog/setting-up-firebase-without-cocoapods/
Then I added GoogleService-Info.plist to the project from the Firebase account.
After that, I changed the DEBUG_INFORMATION_FORMAT from DWARF to dwarf-with-dsym in Build options. Then I added the Run script in the Build phase.
Added the following script:
"${PROJECT_DIR}/ProjectName/GoogleService-Info.plist" -p ios "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
For install build only selected
Based on the dependency analysis is selected
Then in input files, I added the following:
${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}/Contents/Resources/DWARF/${TARGET_NAME}
$(SRCROOT)/$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
Changed the Scheme from debug to release.
I could not able to get the crash from crashlytics console. Is any issue is with the run scrips?
I appreciate your help in advance.
These configurations are not directly related to Crashlytics' crash report operation. These are used to send desymbollers to Firebase. So Firebase can desymbol your crash info and provide you a readable crash report. So, I am not sure that a failure in these configurations can cause your problem. As I know, if you have a failure in these steps; After your app crash, you need to see "Missing dsymbols" error on Firebase Crashlytics panel
If you cannot see your crash report, you need to check steps to integrate crashlytics properly. And maybe enable Firebase debug mode and check logs.
By the way, Crashlytics' first integration steps may be annoying. You may need to read and apply these steps carefully. Especially test crash step.

Flutter package "just_audio" throws exception

The exception is [ERROR:flutter/lib/ui/ui_dart_state.cc(177)] Unhandled Exception: MissingPluginException(No implementation found for method getTemporaryDirectory on channel plugins.flutter.io/path_provider).
I implement this package to my sample project and it worked. But when I tried to implement to my official project it throwed above exception. How can I fix it? Thanks a lot
See: "The Dreaded MissingPluginException"
This particular error unfortunately gives poor diagnostic information. It can be caused by adding a plugin to your project in debug mode without restarting the app, it can also be caused when using a plugin that creates a second FlutterEngine and plugin loading within that engine fails because one of the plugins in your dependencies has a bug (and in this case it is almost certainly not the plugin that the actual error identifies), or, as most likely in your case, it can be caused in release builds if you use something like Proguard but you did not add rules to keep whatever symbols it is trying to load (you can confirm this by disabling ProGuard and seeing if it works).
There may still be other as yet unknown causes for this error. It's all a bit messy, but for now, follow the above GitHub issue to see the various causes and solutions different people have discovered for this error.
It may also help to read the MissingPluginException FAQ I created for audio_service which may help to track down potential causes for the error.
Using hot reload or hot restart won't work when you have included a new plugin into. your project.
Do a flutter clean and after that flutter run
After 3 days, I just realised that the exception did not come from just_audio package. It comes from flutter_facebook_login && flutter_facebook_auth packages, maybe because my app didn't register with FB, so that is the reason. Thanks for all supports.

How can you detect runtime errors on flutter applications and log them while testing the app on iOS platform?

We tried to use speech recognition package - https://pub.dev/packages/speech_recognition in our flutter application along with other packages. The app was built successfully and installed, but we could see only a white screen on the iOS device. There was no error log that could tell us that this package created a problem. Once this module was removed we were able to see the application on the phone. This was done by manually checking for each package. I wanted to know if there is any runtime error handling methodology that could be used to log runtime errors and generate a logfile.
We are still researching on this issue, so we havent executed anything. Any suggestions would be welcome.

Where are the Intel XDK build logs?

When I build XDK for iOS, I get the message 'An error occurred while building the application. Verify your build assets are correct and try again':
I have searched online and checked the build assets, but can't find anything wrong, so I am stuck.
Is there any way that I can see the log for the build to tell what went wrong? I can't seem to find a link to the logs anywhere, either in the XDK application or the online AppCenter.
OK, I received a reply on the Intel forum to use the Cordova iOS build where there is a link to the build logs.
I was swapping between Cordova and legacy ad-hoc to try to get things working and maybe I got mixed up somewhere along the way. Anyway, I changed two things and it is building OK now with Cordova iOS: -
I found an android setting in the iOS config file that I removed.
I changed the app name, because I read that if it started with the project name that could cause issues.