I'm having some trouble integrating my app with the parse4cn1 lib. I followed the tutorial published on this link and the app registers normally on the Parse Server as an installation but when I try to send a push to Android devices they simply aren't being sent.
I haven't tried on iOS yet, since I figured I'd start with Android, and I'm working with a new GUI Builder app if maybe that affects something for any reason.
Thanks for your help.
Ok, I have found the problem, it was related to parse not the parse4cn1 lib. I'm actually new with parse and backend in general, I wasn't aware I had to run the pm2 restart command after modifying the cloud code.
It's working now, thanks!
Related
I am working on an app that uses firebase sign. The application is working perfectly on debug mode but when I release it, the application crashes just after the user as successfully login. Since the application is in release mode, there is no way to monitor the logs so as to tell where the error is coming from.
I was using flutter 2.8 from the stable channel but after reading some of the things said on this post, I decided to upgrade to the latest version of the stable channel but still, nothing works. I will appreciate help.
I have clean and pub get
I have use the "--no-shrink" command
I finally fixed it. I added no shrink command to my build.gradle
I'm trying to add the Crashlytics SDK to my Android app, but it seems to be having trouble communicating with the Firebase servers. I've followed all of the instructions per the docs, but the Crashlytics tab in my console has been stuck on this screen for about 6 or so hours:
crashlytics add sdk screen.
I would (ideally) get this to just work™️, but if not then I'd like to be able to restart the process, but I also don't know how to do that.
Thanks in advance!!
I figured it out - I was mistakenly using the same appplicationID as another one of my projects, so Firebase was getting confused - making an entirely new project with a different applicationID fixed my problem.
if you followed all the steps as latest documentation..crash the app( use fatalError() for crash) using button action, this trick works for me.
https://firebase.google.com/docs/crashlytics/get-started?platform=ios&authuser=0#force-test-crash
For me Create a crash on button in project Relaunch application by simulator not by Xcode and It worked for me.
I have been using FCM/GCM to send notifications to Chrome App, Chrome Extension, Android APP.
But, may I know how can I send notifications to an electron APP from FCM/GCM. I browsed through a lot of websites but did not find anything related to it.
PS: I don't worry about how the notifications are displayed. I just want the notification payload to be received by the electron app.
Thanks in advance.
There's nothing available out of the box with Electron but there is a Node package available here: https://www.npmjs.com/package/electron-push-receiver
There's no boilerplate code available for using this package yet, but there is an open issue in the associated GitHub project requesting a working example: https://github.com/MatthieuLemoine/electron-push-receiver/issues/8
I just learned about the Intel XDK at Indiecade today, and I couldn't wait to get home to try a port of one of my Construct 2 games. The game ended up working perfectly, aside from the fact that it has no sound when played on my Galaxy S5. The Intel XDK Emulator plays the game with sound, but for some reason it doesn't work on my phone. My volume is all the way up. Are there any tips when importing C2 games with the Intel kit to make sure the sound is preserved?
One thing I might add is when I run the app, it gives me an error message as though I am trying to run it locally in my computer. The actual message:
Alert: Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)
And then it auto-jumps to:
Application Error: The connection to the server was unsuccessful. (file:///android_asset/www/index.html)
... as a matter of fact it stopped working altogether after the two error messages while I was typing this question.
Edit: OK... so I exported it within the XDK as Crosswalk rather than simply Android, and the music now works. However, the first error message I mentioned before still shows up. I won't want this on all of my apps. Any way to get rid of it?
OK so this is what I did wrong: When I exported through Construct 2, I did what I always do and exported as a web app. What I should've done is export it as an Android app. I seriously don't know why I didn't try this first but after exporting as Android and then using the Intel XDK to port it with Crosswalk, everything is peachy.
I found my answer here: https://www.scirra.com/blog/133/introducing-crosswalk-the-new-way-to-publish-to-android
I'm glad you found the answer here; I knew there would be a way :)
Just wanted to chip in as a follow-up, there is a webinar tomorrow for a much more in-depth tour of the XDK and its features - including crosswalk - than I was able to provide at IndieCade. Let me know if it works out for you!
Thanks,
Brad
Webinar Link: http://l.intelswpartner.com/u.d?V4GjZxR-vxyrcx8RFF58HZ=33001
This happens if you export as a normal html5 and not as Cordova app.
I had the same problem. I'm calling other HTML offline and solved the problem with this post:
https://software.intel.com/en-us/xdk/docs/adding-third-party-plugins-to-your-xdk-cordova-app
How Do I Reference cordova.js Script from My Project index.html File
To enable the use of Cordova plugins in an HTML5+Cordova project type, reference the cordova.js script file exactly once in your index.html file:
If your project contains more than one HTML file (or page) that will use Cordova APIs, you must include a reference to the cordova.js script file in each of those HTML files. It is highly recommended that you limit yourself to building single-page apps (SPAs) when creating Cordova applications. See this Cordova Best Practices article for more details. Also, note that the cordova.js file is a "phantom" file; it is not present in your project directory, but is added by the Cordova build system when your application is built (it is customized for your app as part of the build process).
I'm developing a mobile AIR application using IntelliJ.
When debugging in Flash Builder there is an option to clear to application data on each (debug) launch of the ADL (see screenshot below) However, I can't find this setting in IntelliJ or some ADL parameter to force a clear on each new debug session. I was wondering if such an option exist in IntelliJ or ADL.
A little background: I'm using the PersistanceManager in the application to store some user settings and I want to be able to start the application without the saved settings from my previous run. Using this setting in Flash Builder does the trick, but I'm having no luck with IntelliJ.
Not sure, never had to do that before, but I believe that if you do a "clean" before rebuilding, that should clear out the PersistanceManager.
Yes im still trying to find a solution for this.
The reason this happens is because when you are testing on the device, for some reason IntelliJ sends an uninstall command to the device so it wipes clean everything.
I tried to run my own compiler arguments, but the uninstall command has higher priority so i can't cancel it yet. I think a good solution could be using ant tasks: http://livedocs.adobe.com/flex/3/html/help.html?content=anttasks_1.html