Getting error in app porting - porting

I am porting an app from HVGA (Bada 2.0.2 device ) to WVGA( Bada 1.2) using ecllipse( version 2.0.2 ).
For this I have done the following changes in my project
Project-> Properties/Bada build
Set Model WVGA and set AutoScaling true(480x800)
I have create a form of Resolution 480x800.
For images I have add a folder in Resouce folder
-> 480x800
->ScreenDensity-High
and place all my resources in these folder .
But my app crashes when I click the button in the app to Select more images as requirement in my app and the log show Output as Shown
Info, Installation completed.
0080.772,EXCEPTION,P32,T00,A125,Osp::Media::__Image::HasAlphaChannels (1547) > [E_UNSUPPORTED_FORMAT]
0080.774,EXCEPTION,P32,T00,A125,Osp::Media::Image::HasAlphaChannels (599) > [E_UNSUPPORTED_FORMAT] Propagated.
0080.851,EXCEPTION,P32,T00,A125,Osp::Media::__Image::HasAlphaChannels (1547) > [E_UNSUPPORTED_FORMAT]
0080.851,EXCEPTION,P32,T00,A125,Osp::Media::Image::HasAlphaChannels (599) > [E_UNSUPPORTED_FORMAT] Propagated.
I had check for this in the Bada Help but unable to find solution.Please give your suggestion to solve this problem

As I see you just moved your Images (optimized for HVGA) to a new folder to use them for WVGA.
If I understand it correctly, I suggest that you with the reference of bada development documentation in your SDK (through bada IDE help system) which specifies that what is the specific images properties for WVGA screens, change your images properties to a compatible ones (re-size them) and rebuild your project.
I think the problem will solve , we like your feedback.
best regards.
I find the reference for you mate: Using Customized and Optimized Resources

Related

Receive share file intents with Flutter with IOS

I'm using the following plugin
https://pub.dev/packages/receive_sharing_intent
It is working with android.
But the instruction for IOS are unclear - I follow the IOS instruction and I'm able to share files with my app, when I do so, my app opens but the flutter code is not executed, the only thing I see in the log is:
6.26.0 - [Firebase/Analytics][I-ACS023000] Deep Link Web URL query is empty
Which doesn't mean any thing to me.
I tried to look for this error and couldn't find anything that is related to sharing intent.
Can someone clarify this?
Is there a tutorial on how to set sharing intent for IOS?
In the instruction it says:
ios/Runner/Runner.entitlements
....
<!--TODO: Add this tag, if you want support opening urls into your app-->
<key>com.apple.developer.associated-domains</key>
<array>
<string>applinks:example.com</string>
</array>
But I don't have such file in my directory structure, any idea how to set it correctly?
....
EDIT:
I created and added the file ios/Runner/Runner.entitlements manually
I noticed I missed the last step (after publishing the question), so I did it:
Add Runner and Share Extension in the same group
Go to the Capabilities tab and switch on the App Groups switch for both targets. Add a new group and name it group.YOUR_HOST_APP_BUNDLE_IDENTIFIER in my case group.com.kasem.sharing
This step is not very clear:
the name of the tab is Signing & Capabilities
in order to switch on the App Group you should click on `+ Capability' in the top left of the tab
I checked the checkbox next to App Group
Add a new group and name it group.YOUR_HOST_APP_BUNDLE_IDENTIFIER in my case group.com.kasem.sharing
After this I was able to receive the file intent in the App but couldn't open the file:
print("$path, exist ${await io.File(path).exists()}");
I was able to print the path but the exists method return false
NOTE:
works with no issues in android
works with no issues in IOS when sharing an image
only fails with files (PDF)

Can both image target and object target be added one single database in unity vuforia?

I am developing an android app where I have to train my app to recognize two images and four objects.I created one single database where I added all the images and objects target in vuforia developer site and created the unity package. Now neither image nor object is getting recognized.
Probably the problem is the same for objects and images.
I think you should share some more info about what your doing as well as some meaningful code implementing it.
W/O that, I would suggest:
verify that the database and trackables are loaded and active # runtime
if so, see in console that the trackables are tracked by Vuforia
if so, verify the code enabling your augmentations
Please confirm whether have run trough these steps already and what results you got. I can share some code and further tips once the issue is a little but more specific.
Regards

Create an App within an App

I am being presented with a very interesting project. The task that I must complete is to figure out a way to allow a partner to be involved in an app without giving up their source code. The code will be included in the main bundle of the app so it is not dynamically stored. The partner has a fully functional app that is needed to be ran in a window within the main app at the appropriate time. I know having the partners create a web app would be ideal so it is treated like a webpage but I am more concerned with codes that must be written natively in iOS.
My question is what is the best way to go about solving this? In theory it is like an App within an App. Is there a way if they gave up their .app file I can include this in the bundle and then run it when I catch a certain event? Should I have the partners create their code in a framework and then import into the shell project? What is the best way to approach this problem?
If your 2nd-party doesn't want to provide you with the source code, why doesn't he compile it to object code then let you simply link it to your app?
By the way, at least on official (non-jailbroken) iDevices, apps can't 'embed' or 'open' one another in such a way - you can open an app programmatically if 1. it's a separate app 2. it has a registered special URL associated to its bundle.
Is there a way if they gave up their .app file I can include this in
the bundle and then run it when I catch a certain event?
No, you'll want to have them create a library instead. You can then include that library in your project.
Creating a library is as simple as:
Choose File->New...->Project... in Xcode.
Select the "Cocoa Touch Static Library" project template.
Add your code.
Build.
The result is a static library that you can add to your application(s). The library will contain the compiled code that you added, but doesn't include the source code. The library developer should provide whatever header files are necessary to use the code in the library.
An App within an App is possible however it requires a common data framework that allows one app to reference the same data without confusing the the source of and destination of the data.
Such a framework allows one app to interact with another app referencing the same data.

how to integrate ASIHTTPRequest to iphone project

I am trying to add ASIHTTPRequest library to my iphone project
i followed these lines
Integrating ASIHTTPRequest
ASIHTTPRequest is a powerful open source library written by Ben Copsey from All-Seeing Interactive (and he’s a fellow cocos2d developer too!) It makes it easy to post data and files, and has tons of other great features too like cache support, easy access to HTTP headers, cookie support, and much more.
So let’s add ASIHTTPRequest to our project. Take the following steps:
1. Download the latest version of ASIHTTPRequest.
2. Back in FBFun, right click FBFun under “Groups & Files”, click “Add\New Group”, and name the group “ASIHTTPRequest”.
3. Drag all of the files from the “pokeb-asi-http-request-xxx\Classes” to your new group. Make sure “Copy items into destination group’s folder (if needed)” is checked, and click “Add”.
4. Repeat the above for the 2 files in “pokeb-asi-http-request-xxx\External\Reachability”.
5. Right click the Frameworks folder, and click “Add\Exisitng Frameworks…”. Choose CFNetwork from the list, and click Add.
6. Repeat the above for SystemConfiguration.framework, MobileCoreServices.framework, CoreGraphics.framework and libz.1.2.3.dylib (at the bottom of the list).
7. Compile your project. If it works, you’re integrated!
We’ll explain about how ASIHTTPRequest works when we start to use it. But first, let’s integrate the JSON Framework while we’re at it.
but it not worked for me .while building it showing errors
/Classes/Tests/GHUnitTestMain.m:32:26: error: GHUnit/GHUnit.h: No such file or directory
can anybody help me in this issue
Regards
Thanks
*Edit :
I fixed my problem by following these steps
http://allseeing-i.com/ASIHTTPRequest/Setup-instructions ,
If any one want to integrate ASIHTTPRequest just follow those steps :)*
You will need to add the XML library (it's missing in the instructions), and also make reference to it in the project header search paths with the following:
$(SDKROOT)/usr/include/libxml2

How can I configure my iPhone project to use a seperate application icon for beta releases

What I am trying to achieve is for the application icon to be different in builds that I send out to my beta testers, to that of the application that will be submitted for approval. This will allow me and my beta testers to easily identify the app is a beta version.
I was not sure if I should be adding a build script to modify the info.plist and change the application icon specified there. For this I guess I would have to conditional check the build type (DEBUG/RELEASE/DISTRIBUTION etc) and write the appropriate value to the plist file.
Alternatively I thought I might need to create a separate target for beta releases and specify the new BETA application icon there.
If anyone has done this kind of procedure before, any tips and ideas about how best to do it would be very much appreciated.
Outdated: As of September 2017, my answer is probably outdated now. Please use latest Apple developer guides relating to Asset Catalogs. Asset Catalogs are the new way of specifying image/icon resources for your app.
Original answer:
Both ways you have mentioned can be used for this purpose (Through a separate Target or using Build settings). In my opinion, the more logical way would be to use a different build configuration and set the plist file to dynamically get the icon file name from the build configuration.
Here is how I would do it:
In project build settings, create a new user-defined variable called ICON_FILE (for "All Configurations")
Set the value of the variable to "Icon.png" (for "All Configurations")
Create a new build Configuration called "Beta".
Set the value of the ICON_FILE variable to "Icon-beta.png" for "Beta" configuration.
(this will make all the configurations have the value "Icon.png" except Beta config)
In the Info.plist set the value of "Icon file" attribute to ${ICON_FILE}. This will make the info.plist dynamically get the filename from the variable you defined earlier.
In your application resources, include the beta icon with the name "Icon-beta.png" in addition to "Icon.png" you already have.
If you build the app using "Beta" config, the app will have the beta icon as the app icon.
Hope this helps!
Asset catalogs can be used without creating another target.
Here are the steps I use:
1 - Create two (or more) app icon set in images.xcassets
2 - Create another configuration from project settings
3 - Go to Target -> Build Settings and search for app icon.
You will see Asset Catalog App Icon Set Name under Asset Catalog Compiler - Options. Change the asset catalog name that will be used in new configuration.
4 - Build for different configurations.
The accepted answer is not working for xcassets.
So, if you already started to use xcassets catalog here is the steps:
You need to create 2 different targets of your application.
To do this:
Right click on your target. -> Click Duplicate (or Cmd+D)
Set name of new target like MyApp-beta
Create separate icon:
Go to your xcasset catalog.
Right click on column with list of images -> click New App Icon
Name it like icon-beta, add place here your beta icons
Click on your beta-target
Go to tab General -> App Icons -> select your asset icon-beta
Here it is. Now you can build your beta application!
Another advantage of this method over that described in the accepted answer - is that you can install both versions at the same time of your Application. (you need to set different Bundle Identifier for this).