Blackberry simulator won't load cod file from eclipse - eclipse

I've got eclipse installed with the appropriate blackberry plug-ins, etc. I can build the project fine. When I try to debug using the simulator, the cod file is placed into the simulator's directory and the simulator starts, but I can't find the application. It is not in the Downloads directory-thingy or anywhere else that I can see...
How do you tell fledge to load a particular cod?
I've tried all of the "solutions" in these 2, similar questions, but have had no success.

I had apparently done something that made the cod file invalid. As such, it wouldn't load into the simulators. In this particular case, a resource file had a space in it's name.

Related

How to copy files in iPhone /var/mobile/Container/Data/Application/Document

I develop a test app for iPhone which needs to read some file. In simulator I copied those files showed by NSSearchPathForDirectoriesInDomains. Now I try to run the same app in iPhone and it is showing /var/mobile/Containers/Data/Application/ED49734D-0E61-4BB4-B3CC-D462F3BF9215/Documents/
location, but I don't know how to put my files in Documents folder so it can be read by my app.
Please help
To copy your files, you need to:
Make sure your iPhone is jail-braked (otherwise, you wont be able to access this folder)
Install tweak from Cydia: Apple File Conduit "2" (this is version for iOS 8/9)
Transfer files with one of the following PC tools:
iTools
iFunbox
Hope this helps

How to run phone gap with xcode4?

Since moving to XCode4, I have been getting errors like:
/VERSION: No such file or directory
cp: /javascripts/phonegap..js: No such file or directory
cp: /javascripts/phonegap..min.js: No such file or directory
error: /VERSION: No such file or directory
for projects that were working under XCode3.
Open XCodes Preferences, and navigate to Source Trees. If there is no PhoneGapLib entry there, try adding a new setting with the following values:
Setting Name: PHONEGAPLIB
Display Name: Phone Gap Lib
Path: /Users//Documents/PhoneGapLib
Note that the path should be to the location of your PhoneGapLib folder, and that it may not be in your documents folder, depending on how you installed PhoneGap.
I just learned about a great web service recently made available by Nitobi (makes of PG), which will automatically generate the necessary PhoneGap files you need for use in Xcode 4.
Just enter your project name, hit a button and they'll generate a zip file for you to download. This lets you set up a new project without messing with the command line.
You could set up a new project, then migrate your older project files over.
Did you search Google for this error?
I'm a bit of a noob with PhoneGap and Xcode still, but I know there have been recent issues with PG and Xcode 4. Perhaps you're experiencing the same issues as the commenters to this post: PhoneGap + XCode4 (and more specifically, here).

moving the source folder crashes my app

i have a weird problem .. maybe the solution is simple but i'm just a newbie in iPhone app development
the problem is:
i have created xcode iphone project , tested is and it was running well.
copied the project folder to my desktop . opened the project from the new location . tried to run the app, the simulator opens and the application crashes!!
any solution ? is there anything i need to clean in the project
files ?
Maybe you're using absolute paths in your code ?
Maybe something with additional resources you added before.
Try to look first for those kind of things.
In xcode, Go through every file in your project that resides within your project folder, right click on them in the hierarchy tree to the left, select get info, go to the general tab and change the Path Type to "Relative to Project"
What sort of project did you create?
I created a simple View-based application in my Documents folder. I built and ran it in the simulator successfully. I then quit Xcode, dragged the project folder to the desktop. I reopened the project and ran it successfully in the simulator again.
Did you make any changes at all to the project? I can't repeat what you've experienced. Is there anything different between what we did?
How about creating your project on the desktop in the first place? Does that work?
Are you running as an administrator account? Sometimes there are problems with Xcode if you run in an account where the user isn't a member of the Dev group.

Problem installing ad-hoc app on iphone: "resources have been modified."

I can install an app on my development iPhone compiled with "Debug" configuration using my Ad Hoc provisioning and everything works OK.
But when I build it using "Release" configuration, iTunes says:
The application XXX was not installed on the iPhone "YYYY" because its resources have been modified.
I've never seen this message before. Does anybody know what it means?
Thanks!
Antonio
We had the same problem during our first Beta. Someone on Windows dug in the xxx.app folder then Explorer created a Thumbs.db file inside and, boom, he got the message "The application XXX was not installed on the iPhone "YYYY" because its resources have been modified." when he tried to install.
He had to remove the app from iTunes, deleted all the Thumbs.db from xxx.app and then it worked.
We finally got rid of the problem. We were trying to include an image for iTunes after creating the build, but when we used this method (http://iosdevelopertips.com/xcode/itunes-icon-for-ad-hoc-distributions.html) everything went smoothly.
Just in case it helps someone: In my case, I copied the .app to a network drive, then to my Win7 computer before dragging into iTunes - then it did not work. When I zipped the .app first before copying, and then unzipped it on the other end - it worked. Of course, I have no real idea why....
Your debug configuration and your release configuration have some important differences, and release is a lot closer to what ad-hoc should look like. So you first need to duplicate the release configuration and make and call your copy "Ad-Hoc", and make sure you use your ad-hoc provisioning profile with it. Then you need to create a new entitlements file. The new version of Xcode has a cool feature where you can build and archive your app into an ipa file that includes your provisioning profile.
How to do all of this is explained here: http://www.tuaw.com/2010/05/23/devsugar-a-better-way-to-share-ad-hoc-builds/
In those instructions, when it tells you to make the entitlements plist file, it says to uncheck get-task-allow in the plist file. When I created the entitlements file, there wasn't a get-task-allow row at all, so I created one, set the type to boolean, and left it unchecked. It worked great for me.
The best solution to avoid wierdness like this is to create an IPA file. A good step-by-step guide to creating an IPA target in XCode is here:
http://idotcomllc.wordpress.com/2009/05/26/how-to-build-a-ipa-file-from-xcode/
It starts out with an introductory project so search for "Aggregate" to find the point where it starts telling you how to create a new IPA target for build.
I directly upload the app to a server where the windows can also visit. Then compress it in Windows.
I had it, did a clean build and never saw it again.
Incomplete ipa/zip archives (received at the installation end) were the cause for us.
I had this problem using a run script to cp -R the .app file to the Payload folder, for some reason when the script copied the file it modified it somehow, if I used finder and manually copied the .app file into the payload folder and manually zipped the .ipa file it worked fine. I tested it several times using codesign -v to verify the .app file. it always through the error after a build and the run script. but no error when I would copy the file manually.
For me the issue was the .Double files being added to every directory on a shared network drive. We are primarily a Windows environment, and the Mac was saving .Double file on the drive, in every directory.
Literally, to fix the issue referenced above, I simply deleted the .Double files in every directory (of the app being copied to iTunes) and it fixed it.
Hope this helps someone!
I was tasked to test some apps and for some reason was the only one on my team getting this this error. I am working on an XP. All the apps we are testing use the same provisioning file yet some would sync while others would not. Not sure what fixed it but I did go into my *My Music\iTunes\iTunes Media\Mobile Applications* folder, deleted the existing .ipa file for the app I was trying to sync and it seemed to sync fine after. It might not be the answer to your problem but give it a try.
If you work with asstes on a Mac, or have versioned content, I had the same problem with .DS_Store files and hidden .git folders. Once deleted from assets, problem gone. It might be an issue with hidden files.

Developing for the iPhone outside Xcode

I'd like to develop and run my iPhone applications from the command line and my personal editor instead of having to use Xcode.
So far I've been able to edit all the files in Emacs and run xcodebuild in the project to compile/link/etc.
The next step would be to create a Makefile task to launch the iPhone Simulator with my current application. Any ideas of how can I do that?
Update: I'm not interested in XCode calling my editor, I just want to forget about the IDE as much as I can.
All you need to do is copy the built .app from wherever XCode puts it to ~/Library/Application Support/iPhone Simulator/[some version]/Applications/[somefolder]/.
Then, launch /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iOS Simulator.app. Not sure how to get it to launch a specific application, but that'll take you to the home screen.
Note also that you can set up XCode to use external editors, even for source code. In this setting, you'd open XCode to look at the treeview displaying the files and other items making up your project, but once you double-click a sourcecode file it would open in e.g. Emacs.
There's a screencast over at Mac Developer Network demonstrating this: link
I doubt it. If you jailbreak your phone and install SSH on it you could set up something to >>copy the .app over wifi, but that's a fair bit of work. – Noah Witherspoon Jan 13 '09 at 5:24
I did all of my beginning iphone development work this way. Just ssh'ing over the binary executable and whatever other files you might need (after you locate the App folder on your phone) is actually much faster than installing the application from xCode. Note that I wasn't running the debugger.