Flutter : agora rtc engine make the app crash in the another device - flutter

I want to add agora_rtc_engine plugin into my app , but I'm facing a problem with it . When i debugging the app on real device it is working and when i installing it on another device it doesn't work and show me that on the device screen
agora video call flutter keep stopping
I'm using the agora quick start example https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart
can any one know the wrong with it ?

It happens to me when I rewrite code or copy lib. But when I download examples like this one https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart everything works.
Temporary you can build your project on this one, just changing name and reinstalling it on your phone.

Related

Flutter printing invoice to usb printer in desktop app

I'm working on flutter desktop app and i need to print invoice to USB printer.
https://pub.flutter-io.cn/packages/printing
Currently i m using this plugin but not working, it only shows pdf view with loading indicator only. not loading the invoice view i created.
https://pub.dev/packages/flutter_usb_write. This is another plugin i've tried so far but when running the app is shows exception stated unable to find method implementation for detecting usb connected devices.
Please help me solving this issues or suggest me some another solution or plugin.
Thanx.
Flutter desktop has been launched as stable earlier this year. Perhaps you may want to try running a desktop build again using the latest Flutter version. Simply run flutter upgrade to update the Flutter version that you're running on. Currently, the printing plugin is one of the stable printer plugins on Flutter.
If the issue persists, please include the logs from the app. This should give indicators if the app is able to communicate with the printer or if there's any issues with the document that you're trying to print.

having trouble setting up flutter in vs code

I have trouble in setting flutter and running an app on a real device in vs code. I want to run my apps on physical device and I do not want to use emulators. Is it going to be possible?
Yes, this is very possible. In fact, many flutter developers use physical devices in order to test features like Maps,Camera, etc. I always recommend following a video tutorial to set up environments for development. But you should try the following:
First of all, I recommend the flutter docs https://flutter.dev/docs/development/tools/vs-code to set up vscode.
After this, all you need does not have anything to do with VSCode any longer. You should check https://flutter.dev/docs/get-started/install/windows to connect a physical device.
Im not sure if you have already setup flutter on your machine to start with. If you haven't use this link how to install flutter
the next part is easy just install dart and flutter extensions in vscode.
walla!

How to update flutter app programmatically in Play/App store?

There is an upgrader (mostly for iOS) and in_app_update plugin (for android). I try to implement them both and had a difficulty to do so. I post and issues in both plugin but I got no response. So if anyone use this 2 plugin successfully please can you share step-by-step approach details.
Basically How to update flutter app programmatically in Google Play Store (Android) & App Store (iOS)?
Thanks
I have also tried in_app_update 1.1.11 and upgrader 2.4.0.
For upgrader:
I also don't know how to use Appcast, so I use the iTune api to get my app version in the App Store then pop up the install dialog. However, the iTune api is so slow to update. Therefore I just use Firebase remote config to set the version once the app is published.
For in_app_update:
I also don't know how to use it. I have add the Play Core in app/build.gradle
implementation 'com.google.android.play:core:1.8.0'
Nothing pop up even I downloaded the old version from the Play Store and then publish a new version.
Update:
I found that in_app_update actually work just by following its example code. I don't have any update pop up before because my Android device is Mi 9, seems there is some bug in it. The update pop up can be seen in the release version of other brand of devices
Since I really want to use the Play Store in-app-update, so for android I did use the remote config... waiting for someone to have the guides

Firebase Unity SDK: 100% hang on iOS when the application resumes

I just upgraded the Firebase Unity SDK to version 1.1.0 (from 1.0.1), and noticing a new critical issue. The application hangs completely when the user exits via the home button and then attempts to come back to it. The only thing in the log is the Unity messages:
-> applicationWillResignActive()
-> applicationWillEnterForeground()
This is the callstack of the Unity thread during the hang, in a development build with all debug info (gives practically no info)
I am positive this is caused by the Firebase SDK, specifically the Messaging package (I am also using the Analytics package). These are the experiments I did:
Completely remove all firebase SDK components: Problem fixed
Remove all firebase messaging SDK dlls and my Messaging initialization code: Problem fixed
Keep firebase messaging SDK dlls but remove my Messaging initialization code: Problem remains
I am at a loss over how to proceed here. Even if someone can recommend an experiment to try and track it down further, it'd be appreciated.
I had a same problem. I was able to resolve this problem by set FirebaseAppDelegateProxyEnabled=NO at info.plist.
Also you can write plist.root.SetBoolean("FirebaseAppDelegateProxyEnabled",false) in your PostBuildScript.

How to edit and run the source code of an android open source native app on an emulator?

I have successfully downloaded the source code for the AOSP Native Music Player and plan on building my own custom music player off of this basic build (I'm assuming this is legal because the code is open source). The problem I have is that even with minor code change and renaming the package, the emulator still seems to think that my app and the android Music app are the same. When I click run, eclipse installs but does not start my app. When I click Music in the app drawer it asks me which package I want to use (My package causes a force close). Does anyone know what's going wrong and how to make it so that I can run my app as a separate app? If it helps, logcat is reading "Unable to Instantiate Activity ComponentInfo on the first line of the stack trace.