I get the following errormessage after setting up Facebook integration after the official guides provided by facebook themself:
com.facebook.reactnative.androidsdk does not exists
import com.facebook.reactnative.androidsdk.FBSDKPackage ;
I checked that directory and both the folder and the file exists.
I downloaded and linked the sdk without any issues reported. I added the appID string to values/strings.xml and the required meta-tag in the AndroidManifest.xml
I did not add anything to the build.gradle file since the guide said to not bother with it.
So what may be causing this? And how do I resolve it?
Related
I have the following problem I am developing an audio recording app but when I use capacitor/filesystem it deletes the files created from the library but the audio files are not deleted and I get the following message Error:Unable to delete file
few things to ask to help :
Which platform are you using : Android / iOS ? Because some setups are required for each to make the capacitor/filesystem API work.
Which folder are you trying to delete the files from ? If using Directory.Documents or Directory.ExternalStorage, this API requires the following permissions be added to your AndroidManifest.xml:
uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"
uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"
Then, have you checked that the folder contained stuff doing something like "if folder.files[].length > 0" then delete ?
It might also be a bug linked to those files, I had this message once, cleared the files manually and since this everything been working fine.
Finally and if you haven't yet, check the readme of this API or the issues, you might find more clues. You could also had an issue about your problem : https://www.npmjs.com/package/#capacitor/filesystem
I'm working on a multi-platform iOS and Mac app. When I try and Archive and Distribute to the App Store I run into this issue:
ERROR ITMS-90259: "Bad Bundle Executable. You must include a valid CFBundleExecutable key in your bundle's information property list file."
Verified that the Info.plist for the Mac target has a CFBundleExecutable
Tried Xcode 12 & 13
Tried using App Transporter
Used Xcode 13 RC and let that auto-generate the Info.plist
I've tried everything I could find online - there's not much - and I can't get the upload to succeed.
However, I was able to replicate the issue with an entirely empty project. No dependencies, no code, nothing. The project archives successfully, but the upload fails.
Any help would be appreciated. I've spent two days on this already.
An example project that fails: https://drive.google.com/file/d/1qUN5lHEWNyNHQV54fYPXMeRsuO-cpHqW/view?usp=sharing
We had two issues causing this, making it fail when uploading a Mac build to iTunes. The first issue, we had included a package (from Steam), that had its own plist and post build script.
com.rlabrecque.steamworks.net/Editor/RedistCopy.cs - build script
com.rlabrecque.steamworks.net/Plugins/steam_api.bundle.meta - folder with plugin and plist
We renamed the post build script and removed the plugin folder, not 100% sure if the renaming was needed.
Then, we had this in our own post build script that was causing issues, so we removed it too.
rootDict.SetString("CFBundleExecutable", "${EXECUTABLE_NAME}");
Then it worked! Also worth noting that we believe the CFBundleExecutable didnt actually end up matching the file name e.g. the file produced was a.pkg and the plist says:
<key>CFBundleExecutable</key>
<string>b</string>
But seems iTunes was ok with that. We use Unity and it seems in the pList the string was set to the "Product Name" (Edit > Project Settings > Player, at the top, "Product Name").
We also didnt need to use Transporter to upload.
I found already lots of answers regarding the 'missing CFBundleIconName' issue, but not how to fix it for ionic projects. That needs to be configured in their config.xml, but how, what and where? It's an ionic version 1 project. Upgrading to v2 is not an answer nor solution.
Missing Info.plist value - A value for the Info.plist key
CFBundleIconName is missing in the bundle 'foo.bar.sheep'. Apps that
provide icons in the asset catalog must also provide this Info.plist
key
I had this problem when I uploaded the IPA file created with robovm
here is how I solve it :
Modify your iOS project's "Info.plist.xml" file.
Under "dict" node, add like this:
When I launch my minimal play2 application I can see an exception in the js console like:
GET http://localhost:9000/assets/javascripts/jquery.min.map 404 (Not Found)
Why it happens? Is it known issue. I've seen some play-tool-projects on github that has this file there. By default I do not have this file in my "javascripts" folder. Should I?
The source map file maps the minified version of the code against the un-minified version so that you can access the real code while debugging.
The 404 error only appears when using the developer tools. To fix this, just download the correct version of your source map file. Mine for example was:
jquery-1.9.0.min.map
Then rename it to:
jquery.min.map
and move it in the javascripts directory.
Try to map of the Assets controller in your conf/routes file.
GET /assets/javascripts/jquery.min.map
For more information read this documentation
Working with public assets
I want to implement push notification for Cordova.
I'm following this tutorial
And also downloaded the sample project
But I am unable to find Cordova.plist/Cordova.plist and don't have knowledge to configure this.
If somebody has already worked on this, please help on this point
Any type of suggestions and advice are welcome at this stage
That appears to be a typo.
It should be in the folder of the same name as your app in your project folder.
If your app was called MyCoolApp and it was in the MyCoolAppProject folder, say... the plist file would be:
MyCoolAppProject/MyCoolApp/Cordova.plist
However, as of 2.3.0RC1, Cordova.plist has been superseded by config.xml
there are no more .plist file in cordova, add your plugin to config.xml