I am working on a project that compiles just fine without any errors in the console or error log. All of the .cod files are signed in the process of building and all are marked as successfully signed. After the project build succeeds the blackberry simulator loads up as it should. However the project is not actually loaded into the simulator and placed in the downloads.
If I have the simulator open when the build succeeds, the simulator will display the loading circle icon in the middle of the screen but never perform any actions. I have tried cleaning the simulator and restarting my machine
I am using eclipse and working with phonegap and jquery mobile for this project. I have tried the simulator on the Torch 9800 and the Bold 9700. I would assume run time errors would show somewhere in the console but yet nothing new is showing up there or in the command prompt screen.
Any ideas as to what is going wrong?
Thanks!
EDIT
After looking into the build folder inside of the solution, the zipped folder is there however there is no StandardInstall or OTAInstall folder. The standard install folder would normally contain the .alx .cod .cls and .cso files for the project. I am assuming those are important and not sure why they are missing??
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I am stuck with an Admob problem. I cannot display the application on the emulator. The app works great on Android.
This is the Runner/GeneratedPluginRegistrant.m:
This file is generated automatically.
What can I try to solve this issue?
This happens to me seemingly at random with whichever package iOS doesn't feel like cooperating with on a particular day.
This has worked for me in the past:
run flutter clean in terminal
run flutter pub get
navigate to iOS folder cd ios
run pod install
Sometimes that does it by itself.
Other times I find I've had to delete the entire iOS folder then have recreate it with
flutter create .
Then sometimes I would re-create the folder then do all the first steps again before I can build successfully.
If you do that and have Firebase in your app, keep in mind you'll have to re-add your GoogleService-Info.plist file via X-Code.
I created a new empty project, switched platform to Android and started Build and Run. But when it comes to "Copying APK File to device" it just freezes and I have to restart Unity.
I installed Android SDK & NDK tools just before that (through Unity Hub). Android Build Support was installed by me manually a while ago so it was visible as installed in Add Modules window. I did not do any changes to the project. The most interesting thing is that the apk is built in my Builds folder. Not sure if it works though.
I am using Unity 2019.1.0f2. The device Android version is 9.0 (API level 28) and the minimum API set in Player is 16, so the problem should not be with API.
Does anyone know possible reasons for it?
Try to turn off the following setting on your android device.
Settings -> Developer options -> Monitor apps installed by ADB
This setting(if turned on) will ask a verrification if you want to install the app. It feels like this cuts off the connection with unity which causes it to get stuck.
Unplugging and replugging the device seems to work aswell. In case of big projects this is anoying tho since if you are to quick it will just say it lost connection and it will ask if you want to reconnect, which in turn causes the same problem.
This is the only answer that worked for me:
https://answers.unity.com/questions/1248123/build-run-apk-freezes-on-pushing-content-only-one.html
In short, Player settings -> Publishing settings -> Split application binary
First of I would ask you on what computer did you run this on? (performance wise)
Second you can just copy the .apk file to the phone and install it there. If you got to where it prompts for copying to android your apk file is fine and built.
Creating a new ionic project and doing an android build downloads innumerable packages; if anything goes wrong in this process, many things can get corrupted. I am now on my fourth re-install of Windows, for example.
Is there a way of downloading everything required for an ionic install and android build first so that I have all the downloads safely in place before I start on installation? This would also give the benefit of being able to create a number of projects without having to download everything again.
What I do now make copies of folders and base new projects on folders that are correctly downloaded and functional. Even a simple ionic project downloads and creates a folder of approx 200 MB. I find that this process can often go wrong.
On a good day, I can run
ionic start <projectName> blank
and answer YES to the question "Would you like to integrate with Cordova"
This then generates a folder of about 200 MB. If I am unlucky something goes wrong and this fails.
I check that the folder is correct by running
ionic serve
and verifying that the browser shows a basic page.
I then run
ionic cordova build android --debug
This increases the folder size to around 270 MB. Finally, I confirm that I can FTP the *.apk file to a website and install it to an android device.
I then make a copy of this folder and use that copy as a basis for all new projects. I never run "ionic start" again.
I have never had problems with the installation of other development environments, so this seems very unusual. I can only assume that the complexity of the installation can lead to faults. Achieving one correct download and then copying that is how I handle these problems. The best time for me in Scotland is to do installations in the middle of the USA night.
I was debugging blackberry apps from Eclipse. It works fine at the beginning but since some days ago, I could no longer get the app onto any emulator or device.
The packaging and signing shows NO error. After it displays the "debugger attaching..." screen, I could not find the app anywhere on the emulator or device. I have tried to reinstall the eclipse and JDEs a few times. One observation is that it had about 280 files to sign. Without any changes in the code now it has 540 files to sign.
I'm having a problem where cordova is failing to start the camera app on iOS. A simple case works fine, but in my app, not so much.
So I'd like to debug into the Cordova.framework to see what the problem is.
But I can't figure out how to do it. I've built the Cordova project that's sitting next to the installed framework, and I've replaced my framework reference in my project to point at it. That seems to be fine. But I can't step in or set breakpoints.
With the cordova project, i"m building UniversalFramework and it looks like it's set to debug in the scheme config, even though it always builds to release (this seems to be in the script), I see --DDEBUG in the clang output, so I think it's debug. I'm fairly new to xcode so I don't know if it's building a symbol file or how to verify it's a debug framework, etc.
Latest Cordova (2.0.0) has it like a seperate project and linked as static library.
Use that version, you can put breakpoints in the library code.