capacitor plugin filesystem is not complete when using bundledWebRuntime:true - capacitor

I'm trying to use the Filesystem plugin of capacitor v3 with bundledWebRuntime as I'm not using Ionic.
However Directory or Encoding can not be found as the structure of the plugin variable is wrong:
console.log(Capacitor);
//Plugins->Filesystem->readFile
//but it should be
//Plugins->Filesystem->filesystem->readFile
//Plugins->Filesystem->Directory->...
//Plugins->Filesystem->Encoding->..

Related

Tessarect implementation JAVA

I'm trying to implement OCR recognition through Tessarect.
But at the moment I'm stuck with this error.
This is what I've done so far:
Homebrew tessarect
Download the API
Link the Jar with my project (build path > Configure build path > Add external Jar's
But when I compile my code this is the error
Error opening data file D:/Tess4J/tessdata/eng.traineddata
Please make sure the TESSDATA_PREFIX environment variable is set to your "tessdata" directory.
Failed loading language 'eng'
Tesseract couldn't load any languages!
Warning: Invalid resolution 0 dpi. Using 70 instead.
I've downloaded the eng trained data and I've tried different stuff but I can't figure out how to solve this.
I'm running eclipse in macOS Catalina.
Thanks!
My situation
Set your datapath correctly.
Your location D:/Tess4J/tessdata/eng.traineddata is wrong

Local swift package with local dependency

I have a project that I plan on developing in modules, the final application will be any number of the modules built together based on a configuration. I have a swift package that has all of my common code it it, we can call that the platform package. I then went to create my first feature, this went just fine however when I created the wrapper application to pull in each feature, I got this error from SPM in xcode11:
package 'Platform' is required using a revision-based requirement and it depends on local package
'Feature1', which is not supported.
Looking at the code base for SPM here (line 72)
https://github.com/apple/swift-package-manager/blob/master/Sources/PackageGraph/DependencyResolver.swift
It looks like this is something that is just not supported, the mixing of local and remote dependencies? Is this a limitation of SPM / should I be trying to use another tool for this type of app architecture?
In my case, I was trying to add a package, which I was developing, and its Package.swift contained dependencies of the form:
dependencies: [
.package(path: "../PackageName"),
// etc
Changing the references to specific repos solved the problem:
dependencies: [
.package(path: "http://github.com/..."),
// etc

How to expose an Objective-C Module properly using Bazel?

I'm trying to build RxSwift using Bazel in order to be able to use it in a dummy project as a dependency, for the sake of getting to know it a bit.
We don't use the latest RxSwift version at the moment, but version 4.4.2.
After reading through the docs, I've come to the point where I successfully add the specific release to my workspace as an http_archive, and supply my own BUILD file to build that external dependency RxSwift.
You can check out the BUILD file and WORKSPACE file here:
https://gist.github.com/daneov/487444109c703087862d830a3445ee86
Running
bazel build #rx_swift//:RxSwift
yields a Swift compilation error:
No such module: RxAtomic
So, this shows that my I'm missing something with regards to exposing the Objective-C module to a Swift library.
I currently supply these options to the objc_framework:
enable_modules = 1,
alwayslink = 1,
module_name = "RxAtomic"
Thanks in advance for any thoughts/pointers!
You should call bazel build with --experimental_objc_enable_module_maps option

Add plain Android library to a Flutter plugin

This might be a duplicate of this question. But it has no answer and I will give some details here.
I have created a module with File->New Module->Android Library inside my Flutter plugin's android project. And now I have a structure like below:
|-my_plugin
|-android
|-settings.gradle
|-build.gradle
|-mylibrary
|-build.gradle
/android/settings.gradle:
rootProject.name = 'my_plugin'
include ':mylibrary'
/android/build.gradle:
...
dependencies {
implementation project(':mylibrary')
}
When I build example plugin project (which is automatically created by Flutter CLI) with flutter build apk or flutter run, I get this error:
Project with path ':mylibrary' could not be found in project ':my_plugin'.
Any suggestions?
For those who are still looking for a solution. You can try this.
Instead of putting the below code in the plugin setting.gradle, place it in example/android/settings.gradle
include ':mylibrary'

Error in Build After InAppPurchase Unity

CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
C:/Program Files/Java/jdk1.8.0_161\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:/Users/Sabasoft Developer/Downloads/tools_r25.2.3-windows\tools" -Dfile.encoding=UTF8 -jar "D:\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
stderr[
]
stdout[
Warning: [Temp\StagingArea\AndroidManifest-main.xml:12, D:\unity projects\Pizza maker\Temp\StagingArea\android-libraries\GooglePlay\AndroidManifest.xml:3] Main manifest has but library uses targetSdkVersion='24'
]
exit code: 1
Update Java SdK
Update Android SdK
Check target in menifest file and Unity editor. Both should be same.
Remove duplicate .jar under plugins folder if there are any.
You are using a library somewhere in your code (possibly something for GooglePlay?). The library has a manifest.xml file that is likely located in a folder called plugin or one of its subfolders.
The manifest is the file used by android to describe the app: how it starts, what permissions it has, and so on.
Any android project in unity will include a default manifest.xml file. This file is edited by unity with some info relative to you game (the name, and the target version, are part of it).
Now, the libraries you include in your project might need different options and values in the manifest, so Unity libraries for android usually come with another manifest.xml file. This will will be automatically merged with the default one by unity at build time.
Usually, it goes well, the additional line in the manifest from the library get added to the default manifest.
But in your case, there is a conflict between these manifests. The target version is specified both in the library and in your project. So unity can't resolve it.
To fix this, use a target version for your project that is the same or higher than the one of the library. Edit your target version under player settings