error when opening video in titanium - iphone

I've been working in Titanium appaccelerator and now I'm trying to open a video in it.
I've used the following code:
movieWindow.js
function displayVideo()
{
var window = Ti.UI.createWindow({
width:200,
height:300,
});
var activeMovie = Titanium.Media.createVideoPlayer({
url:"respigrandsoupir.mp4",
width:300,
height:200,
top:50,
left:50,
backgroundColor:'#0f0'
});
window.add(activeMovie);
activeMovie.play();
return window;
}
My video respigrandsoupir.mp4 is under the Resource folder. The problem is that when trying to run this method I get the following error:
[WARN] Exception in event callback. { expressionBeginOffset = 159;
expressionCaretOffset = 173;
expressionEndOffset = 191;
line = 12;
message = "Result of expression 'Titanium.Media' [undefined] is not an object.";
name = TypeError;
sourceId = 238167336;
sourceURL = "file://localhost/Users/adrian/Documents/Titanium%20Studio%20Workspace/La%20Pause/Resources/movieWindow.js";
}
Can one tell me where am I going wrong?

Thank you for your valuable answers, but Project->Clean solved my issue!

When you use a new object like Titanium.Media that you never used before, a clean is often required because Titanium builds a custom light version in the target folder.
If you don't clean, it will search in vain the widget in this folder.

Related

How do I open a game compiled for WebGL in Unity in Blazor?

I have created a Blazor Server project. In it, I wanted to put my WebGL game created in Unity3d on a separate page. In the end, after doing everything according to the example, I still can't get it to work. Although, I think, all things considered, but I see that the code markup index.html from WebGL game is different from other examples and there I haven't found a line of code:
unityInstance = UnityLoader.instantiate("unityContainer", "unity/WebGL/Build/WebGL.loader.js", { onProgress: UnityProgress });
I think I hooked it up right:
<script src="~/unity/WebGL/Build/WebGL.loader.js"></script>
#*<script src="~/unity/WebGL/Build/WebGL.framework.js.gz"></script>*#
<script src="~/unity/WebGL/run.js"></script>
I believe I wrote the mime type correctly:
var provider = new FileExtensionContentTypeProvider();
provider.Mappings.Remove(".data.gz");
provider.Mappings[".data.gz"] = "application/octet-stream";
provider.Mappings.Remove(".wasm.gz");
provider.Mappings[".wasm.gz"] = "application/wasm";
provider.Mappings.Remove(".js.gz");
provider.Mappings[".js.gz"] = "application/javascript";
provider.Mappings.Remove(".symbols.json.gz");
provider.Mappings[".symbols.json.gz"] = "application/octet-stream";
app.UseStaticFiles(new StaticFileOptions
{
FileProvider = new PhysicalFileProvider(Path.Combine(Directory.GetCurrentDirectory(), "wwwroot", "unity", "WebGL", "Build")),
RequestPath = "/Build",
ContentTypeProvider = provider
});
app.UseStaticFiles();
The error in the JavaScript console reads:
UnityLoader is not defined
If interested, here is my entire project:
https://github.com/EgorPavlovich/FPS.Servers.Test
I had to use the index.html file from the game build

protractor browser.actions().mouseMove() not showing hover effects

I am new to protractor and trying to add tests for a slider panel which is closed by default and hovering mouse over will open it and then there are a list of items on the slider panel to pick.
<div class="slider" [ngClass]="{ closed: state === 1, open: state === 2}" (click)="onClick($event)" (mouseover)="onMouseOver($event)" (mouseleave)="onMouseLeave($event)">
I tried multiple ways, none of them work.
First attempt:(no hover effect, ie, do nothing)
browser.actions().mouseMove(element(by.css('.slider.closed'))).perform();
Second attempt:( got an error: An invalid or illegal selector was specified)
browser.actions().mouseMove(element(by.css('[(mouseover)="onMouseOver($event)"]'))).perform();
Third attempt: (got an error: No element found using locator)
browser.actions().mouseMove(element(by.css('[mouseover="onMouseOver($event)"]'))).perform();
This should work, unless you have multiple elements with class .slider. At which point, you might try including a parent object, or another locator strategy.
browser.actions().mouseMove($('.slider')).perform();
I used webdriver and made it work. browser.executeScript('arguments[0].click()',browser.driver.findElement(By.css('.slider')));
I just have the same problem, after 2 hours, I found this work for me:
src: java mouse over using javascript
let loginElement = await driver.findElement(By.id('header-user'));
let strJavaScript = "var element = arguments[0];"
+ "var mouseEventObj = document.createEvent('MouseEvents');"
+ "mouseEventObj.initEvent( 'mouseover', true, true );"
+ "element.dispatchEvent(mouseEventObj);";
await driver.executeScript(strJavaScript, loginElement);
I got the same issue when run tests with firefox
and find out a solution as below
if (browser.isFirefox) {
var script = `if(document.createEvent) {
var evObj = document.createEvent('MouseEvents');
evObj.initEvent('mouseover', true, false);
arguments[0].dispatchEvent(evObj);
} else if (document.createEventObject) {
arguments[0].fireEvent('onmouseover');
}`;
browser.executeScript(script, elm.getWebElement());
return elm.click();
} else {
return browser.actions()
.mouseMove(elm.getWebElement())
.click()
.perform();
}
Test with:
Protractor: 5.1.1
Selenium: 3.4.0

Ionic scrollTop "Cannot read property 'scrollTo' of null" (still exists in 1.0.0-rc.1)

This bug was referred to here: in ionic changing route causes "TypeError: Cannot read property 'scrollTo' of null"
The answer says that this bug was fixed in beta-13, but I'm using 1.0.0-rc.1 and the bug still appears.
In my case, it the error is showing when navigating back to a page that uses $ionicScrollDelegate.scrollTop()
Is anyone else getting this error after updating to rc.1?
EDIT:
I find that if I do not call $ionicScrollDelegate.scrollTop() automatically when my view loads, the error does not come up. Should I be calling scrollTop() within a specific Ionic event that waits for the right time?
Had the same problem, even with v1.0.0 "uranium-unicorn".
Wrapping the scroll call into a $timeout helped - this is what it looks like in my code:
$timeout(function() {
$ionicScrollDelegate.scrollTo(scrollPosition.left, scrollPosition.top);
}, 0);
You can just put it in
$ionicPlatform.ready(function () {
$ionicScrollDelegate.scrollTop();
})
Im late to this but was getting the same error but by calling the scroll top element with:
$ionicScrollDelegate.scrollTop();
but rather:
var scrollTop = e.detail.scrollTop;
and fixed my by using the following:
var scrollTop = $ionicScrollDelegate.getScrollPosition().top;
Im also using js scrolling as it seems to work better with the scrolla-sista plugin so I have the following in my config block at the start of my app
$ionicConfigProvider.scrolling.jsScrolling(true);
where their docs state:
Whether to use JS or Native scrolling. Defaults to native scrolling. Setting this to true has the same effect as setting each ion-content to have overflow-scroll='false'.
I hope this helps someone
For what it's worth, I saw this solution on this thread here and it worked for me with version 1.0.0-beta.14
If upgrading to version 1.0.0-beta.14 is not an option, you can change the ionic-bundle.js file with the following:
Approximately Line 39910:
this.scrollTop = function(shouldAnimate) {
this.resize().then(function() {
if(typeof scrollView !== 'undefined' && scrollView !== null){
scrollView.scrollTo(0, 0, !!shouldAnimate);
}
});
};
And Approximately line 39813:
if (!angular.isDefined(scrollViewOptions.bouncing)) {
ionic.Platform.ready(function() {
if(!scrollView){
return;
}
scrollView.options.bouncing = true;
if(ionic.Platform.isAndroid()) {
// No bouncing by default on Android
scrollView.options.bouncing = false;
// Faster scroll decel
scrollView.options.deceleration = 0.95;
}
});
}
Please change
e.detail.scrollTop
to
e.target.scrollTop
then this will Work

can't tap on item in google autocomplete list on mobile

I'm making a mobile-app using Phonegap and HTML. Now I'm using the google maps/places autocomplete feature. The problem is: if I run it in my browser on my computer everything works fine and I choose a suggestion to use out of the autocomplete list - if I deploy it on my mobile I still get suggestions but I'm not able to tap one. It seems the "suggestion-overlay" is just ignored and I can tap on the page. Is there a possibility to put focus on the list of suggestions or something that way ?
Hope someone can help me. Thanks in advance.
There is indeed a conflict with FastClick and PAC. I found that I needed to add the needsclick class to both the pac-item and all its children.
$(document).on({
'DOMNodeInserted': function() {
$('.pac-item, .pac-item span', this).addClass('needsclick');
}
}, '.pac-container');
There is currently a pull request on github, but this hasn't been merged yet.
However, you can simply use this patched version of fastclick.
The patch adds the excludeNode option which let's you exclude DOM nodes handled by fastclick via regex. This is how I used it to make google autocomplete work with fastclick:
FastClick.attach(document.body, {
excludeNode: '^pac-'
});
This reply may be too late. But might be helpful for others.
I had the same issue and after debugging for hours, I found out this issue was because of adding "FastClick" library. After removing this, it worked as usual.
So for having fastClick and google suggestions, I have added this code in geo autocomplete
jQuery.fn.addGeoComplete = function(e){
var input = this;
$(input).attr("autocomplete" , "off");
var id = input.attr("id");
$(input).on("keypress", function(e){
var input = this;
var defaultBounds = new google.maps.LatLngBounds(
new google.maps.LatLng(37.2555, -121.9245),
new google.maps.LatLng(37.2555, -121.9245));
var options = {
bounds: defaultBounds,
mapkey: "xxx"
};
//Fix for fastclick issue
var g_autocomplete = $("body > .pac-container").filter(":visible");
g_autocomplete.bind('DOMNodeInserted DOMNodeRemoved', function(event) {
$(".pac-item", this).addClass("needsclick");
});
//End of fix
autocomplete = new google.maps.places.Autocomplete(document.getElementById(id), options);
google.maps.event.addListener(autocomplete, 'place_changed', function() {
//Handle place selection
});
});
}
if you are using Framework 7, it has a custom implementation of FastClicks. Instead of the needsclick class, F7 has no-fastclick. The function below is how it is implemented in F7:
function targetNeedsFastClick(el) {
var $el = $(el);
if (el.nodeName.toLowerCase() === 'input' && el.type === 'file') return false;
if ($el.hasClass('no-fastclick') || $el.parents('.no-fastclick').length > 0) return false;
return true;
}
So as suggested in other comments, you will only have to add the .no-fastclick class to .pac-item and in all its children
I was having the same problem,
I realized what the problem was that probably the focusout event of pac-container happens before the tap event of the pac-item (only in phonegap built-in browser).
The only way I could solve this, is to add padding-bottom to the input when it is focused and change the top attribute of the pac-container, so that the pac-container resides within the borders of the input.
Therefore when user clicks on item in list the focusout event is not fired.
It's dirty, but it works
worked perfectly for me :
$(document).on({
'DOMNodeInserted': function() {
$('.pac-item, .pac-item span', this).addClass('needsclick');
}
}, '.pac-container');
Configuration: Cordova / iOS iphone 5

alert handling in ui automation iphone app unable to cancel the option

system.logElementTree();
var target = UIATarget.localTarget();
target.onAlert = function onAlert(alert) {
UIALogger.logDebug("There was an alert!");
target.onAlert.buttons()["No"].tap({x:164,y:278});
return false;
even though no option is clicked systen not performing any action
Can anyone please help me ...
Instead of BamboOS suggestion which loops through various positions, you can try this inside your onAlert function:
alert.tapWithOptions({tapOffset:{x:0.5, y:0.6}});
This tap targets the middle of the UIAAlert (x:0.5) and 60% from top to bottom (y:0.6). This works when there is only one button. You have multiple buttons, then you have to changed the value of x. This works for me.
I just published a blog post regarding UI Automation and dealing with alerts:
http://www.conduce.net/Blog.aspx?f=Automated-Test-of-iPad-Apps
Basically following alert handler worked for me:
UIATarget.onAlert = function onAlert(alert){
var name = alert.name();
UIALogger.logMessage("alert "+name+" encountered");
if(name == "errorAlert"){
var positionX = 500;
for(var positionY=300; positionY<600;positionY+=10){
target.tap({x:positionX,y:positionY});
}
return true;
}
return false;
}
I would either use the "cancelButton" or "defaultButton" methods when handling alerts.