dart2js error with dash_chat
One of our existing applications makes use of dash_chat, which is working on a V2, however, v2 has a fraction of the APIs implemented. The project is somewhat dormant so today we just doing housekeeping and trying to keep the project up-to-date.
I am now getting this error, and sadly I went and updated all packages and we are using FLutter 3 and Dart 2.17 in all our other projects.
Target dart2js failed: Exception: Warning: The 'dart2js' entrypoint script is deprecated, please use 'dart compile js' instead.
So not sure which of the many things I changed is ultimately the cause of this issue, which crops up when trying to build for web.
No relevant issues on the DC repo and google is being very unhelpful on this one, was hoping someone had some insight that would allow me to take the correct steps forward (or back if need be) to get around this.
TIA
Related
Using addressables and building for WEBGL in Unity 2019.2.18f, but getting errors no matter what I do when I try run a build.
I'm storing my build and the addressable files in the same bucket on Google Cloud. Remote path is set to the gs:// path for the files. I've also tried replacing GS with https://storage.googleapis.com/mybucketname.
When I open the index.html in its path on google cloud, it gives me a CORS error. I've tried adding a json file and setting it up using gsutil but gsutil gives me an error - the file does not exist. I don't really want to go down a rabbit hole with gsutil as I'm not even sure if CORS is the only issue
I have also opened the build in firefox and I don't have a CORS error but I do have another error,
Asset Bundle download is complete, but no data have been received
Exception encountered in operation Resource<IAssetBundleResource>(packedassets_assets_all_73fe17b324c832211bd83ddaec912952.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://theURLofthebucket/WebGL/bundlename_73fe17b324c832211bd83ddaec912952.bundle, result='Unknown Error'.
I have even tried switching the build target to standalone, re-building the addressables for this target, uploading them for the new target, and building. I thought this might give me a hint, if it just WORKED for standalone, but it doesn't, I get this error:
Curl error 1: Protocol "gs" not supported or disabled in libcurl
(Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799)
Exception encountered in operation Resource<IAssetBundleResource>(packedAssets_7b4d2d2ed91df92408ade3f19317f33f.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://mybucketname/StandaloneWindows64/packedassetsassets_7b4d2d2ed91df92408ade3f19317f33f.bundle, result='Unknown Error'.
To load the addressables (which have ranged from a basic cube, a model from my project, and a scene), I've used both instantiate, which is obsolete, instantiateAsync, which I think may not work in Webgl although it was given as the example to use in a tutorial, and I've also tried loading a scene that was marked addressable, using
Addressables.LoadSceneAsync(address, LoadSceneMode.Additive).Completed += OnSceneLoaded
Is what I'm trying to do possible? Use webgl and hosted addressable assets?
What's not obsolete? I keep finding tutorials and questions but the fixes / code used just don't work. I think I've wasted a good bit of time trying different things that I'm not sure if they are even possible to get working.
I've tried version 1.10, 1.15.1, 1.16.1. I've scoured the forums. I tried asking on discord for one of the tutorials (badgerdox) but got no response.
Please any pointers would be great!
I'm really stuck, and willing to try anything (could asset bundles work instead?) but afraid of wasting any more time if it's a dead end as this is for work. Thanks for any help!
At the moment Addressables doesn't support "gs" protocol.
Here is the official answer from Unity
The short answer from Unity:
UnityWebRequest doesn't support "gs://", which means for now we do not. Long term we are going to write a new downloading & caching layer, but for now we have what we have.
A workaround could be to change "gs://" to "https://storage.googleapis.com/"
More detail you can read in this thread.
So I am very new to Swift and XCode. I am trying to use an external library called JJFloatingActionButton the projects build fine but when I try run it on an emulator I get:
dyld: Library not loaded: #rpath/JJFloatingActionButton.framework/JJFloatingActionButton
Referenced from: /Users/mkangwa/Library/Developer/CoreSimulator/Devices/
3E58C8A1-3F02-4CA0-8EF3-A79311A202A2/data/Containers/Bundle/Application/D8BBF9A8-5BC7-4619-
B08C-2E6F7C6BCB85/DriversHub-iOS.app/DriversHub-iOS
Reason: image not found
Now of course I know you can't come ask a question like this on StackOverflow without researching and trying to find a solution yourself, so thats what I've been doing for the past few hours I have been looking at what was causing this, I started thinking that maybe it was the library it's self so this one is the third or fourth I've tried till I came across a few posts on SO that were about this issue.
Most people fixed this by just putting the Framework into the Embedded Binaries in the targets General Settings. And I tried this but I now receive a log:
I also get a Dependancy Analysis Warning:
I don't know much about these types or warning and errors but it's saying that it can't find the file which is pretty self explanatory but when I am adding the file to Embedded Binaries it shows the framework file there
What I often do when I have problems with cocoapods is remove cocoapods from the project and reinstall it.
You could use pod deintegrate (https://github.com/CocoaPods/cocoapods-deintegrate) to remove it and then a pod install to reinstall.
So it took a day and a half to work this out but I have finally got it and I can carry on with my project.
Problem:
The problem in my particular case (because other methods seemed to have worked for people trying to achieve the same thing) that the reason my project wouldn't build and was throwing Build Time errors was because after adding the Framework to Embedded Binaries it was also adding it to Embed Frameworks in my targets Build Phases. This then, I believe, caused the compiler to try and build it twice hence the Multiple Build Commands error
Solution:
So the errors I kept getting where saying No such file or directory above it was saying Multiple build commands for output file and what I did to fix this I went to Build Phases in my target settings and deleted the framework from Embedded Frameworks but made sure it was still under [CP] Embed Pods Frameworks.
in my case I was have to make framework "embed & sign" in stead of "don't embed"
I am trying to figure out how to package an unchanged fork of VS Code.
My first steps were to follow the electron application distubution documentation, which has not been successful. I also found this post, where another user had the same question. However, the vscode-win32 gulp task seems to have been replaced by x64 and ia32 versions, and when I try running these tasks they generate an out-vscode folder as opposed to a full electron project.
This led me to believe that I can use this new out folder (as well as node modules, packages.json, etc.) with the electron release being used by VS Code to mimic the resources/app folder from the installed version of VS Code in Program Files, however when I try running electron.exe using this method I get:
The factory method of "vs/code/electron-main/main" has thrown an exception TypeError: Path must be a string. Received undefined
In short, I have been struggling with this for a couple of days, and I am out of ideas. If anyone has packaged the project and can offer a suggestion for how to do so, I would really appreciate it.
SOLVED
The issue seemed to be due to being branched off of master as opposed to release. I'd assume there are changes in main that aren't accounted for in the gulp task.
For anyone confused by my post, the expected behavior for a successful build is for a folder named VSCode-win32-x64 to be generated in the directory where your vscode clone is located.
I am using Eclipse for Android dev and everything was going fine until I tried to incorporate the facebook SDK. Now when I tried to back it out, there appears to be an artifact left behind that Eclipse tries to link the FB library?!?
[2010-11-17 18:50:22 - Library Project] Unable to set linked path var '_android_com.facebook.android' for library /Users/mobibob/Projects/workspace/facebook-android-sdk/facebook: Path variable name cannot contain character: ..
Any clue where this command / reference is in the build configuration? I have scoured it as best that I can, but I still get the same error.
Problem solved ... as it turns out, it was not so much the Facebook SDK but something that I did in the process of configuring the library reference. I am not entirely certain of how I misconfigured, but I was tweaking the various "path" settings such that, once when the automatic build tried to build my project, an import for android.R was added to my source module. This superseded com.myproject.R and would not resolve the values for resource references.
There were other problems with path order and setting that I modified during the troubleshooting that made it worse. Recreating the project without Facebook was the first step to discovery and fixing.
Either way, the lesson I learned is that the build error messages can misdirect one to the configuration when the problem is in the source code.
Lately, I am trying to use Eclipse more often, but so far I have shied away from it because I found it so difficult to install new packages. Whenever I find and try to install a new package, the errors panel flashes a batch of configuration errors. It requires this or that package to install this one. And when I find that package, it turns out that package requires another one that I don't have...and it's been a daunting problem for me.
These days I've been running into these configuration errors:
The current configuration contains errors and this operation can have
unpredictable results.
JST Web Core Patches requires feature "org.eclipse.jst.web_core.feature ".
WST Server Core Patches requires feature "org.eclipse.wst.server_core.feature".
Specifically, I'm looking for help to figure out how to get around these errors. (There aren't any informative pages in Google for "org.eclipse.jst.web_core.feature.")
More generally, though, I am wondering what alternatives I have to the internal package management system of Eclipse? (If I'm doing it wrong and the internal system is not as difficult as it seems to me, let me know of that as well!) I've heard of Pulse, but haven't used that much.
are you using 3.4 Ganymede? .. the dependencies should be figured out and selected for you .. in 3.1 there is a 'Select Required' button in the Updates window which is supposed to locate and select for you all the dependencies