iOS app not being copied to simulator - ios-simulator

An iPad app I'm starting compiles and builds fine, I get a packaged application. But when I try to debug it, it fails with "Unknown error" after trying to install in the simulator. Inspecting the simulator directory, no Application sub-dir for my app is ever created.
It works perfectly for other iPad projects and I'm not really sure where to start - what does this imply is wrong inside my package? Does the simulator inspect the package before installing it?
I should add, this XCode project was a working iOS sample app that previously DID deploy and run on the simulator. I have only changed the source files and linked in some additional libs, not changed the underlying project structure. I don't expect it to run without errors, but I did expect it to at least start up!

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xamarin.forms Android release build only works with fast deployment enabled

For the past days I had major issues with deploying the android version of my app. I found out that I am only ever able to get the app to work when "Fast Deployment" is checked. However, this means I can never archieve my app. If fast deploy is enabled, the app, even though it is in release mode, is treated like a DEBUG build and therefore not accepted in the playstore.
If i uncheck fast deploy for release builds the app starts and then idles, not doing the first rest call it is supposed to do. If I leave the rest calls out, the app again works.
How can this be correlated?
The symptom that it works when set "Fast Deployment" suggests this situation:
If you are testing a release build on a device that previously had a debug build, its possible that the debug version did not get fully uninstalled. Specifically, "Fast Deployment" stores the xamarin library as a separate DLL. Because your release build has the same "bundle id" as the debug build, Android can get confused.
To fix.
Best Fix for emulator:
Tools / Android Device Manager / Select virtual device / Edit / Clear to Factory Defaults.
Quickest fix for phone (but not sure if it helps):
Drag app to trash can.
Power down the phone. Power it back on.
Deploy release build to device. Either by installing apk, or by "Start Without Debugging" menu item.
Quick Fix:
Run debug version again on the device. This makes sure Android "knows" that the debug version of app is there.
Stop the app.
On the device, "uninstall" the app. (Drag it to trash can).
Deploy release build to device. Either by installing apk, or by "Start Without Debugging" menu item.
If that doesn't work, then use "adb uninstall":
Run debug version again on the device. This makes sure Android "knows" that the debug version of app is there.
Stop the app.
menu Tools / Android / Android Adb Command Prompt.
adb uninstall com.companyname.appname <-- substitute your app's bundle id
deploy release build to device.
It turnes out that turning ON my linker to link assemblies only actually decreased the app size AND made everything work again. Before, the linker was set to LINK NONE (which should've been the safer bet, but turned out to be an error...).

Flutter release to ios 'firebase_messaging/FirebaseMessagingPlugin.h' file not found

Good day,
I've been struggling for a while to archive my app for release to Apple App Store.
However I keep getting the error: "'firebase_messaging/FirebaseMessagingPlugin.h' file not found" in XCode when archiving the project
In this second screenshot, I have the Directorty showing the headers are present.
I have also attempted the steps as in this answer: https://stackoverflow.com/a/58037230/3979046 but resulting in the same error.
Everything works when I run the project on an iphone in debug mode, this only occurs when trying to archive the project.
Thanks in advance

QML crashed if static build

I build static Qt 5.10.1 with mingw32.
Ref: https://github.com/arkceajin/QtDemos/blob/master/windows-build-qt-static/windows-build-qt-static.ps1
For testing purpose, build an empty QML project, it could run perfectly in QtCreator.
But if I copy the release build to another Win10&7 PC which doesn't contain the Qt environment, it will crash after the windows appeared. I'm guessing something missed inside QML.
Update:
I found No qmlscene installed appears in the Qt Versions tab, not sure it relates to the issue or not.
These two files did generate in the build folder.
projectname_plugin_import.cpp
projectname_qml_plugin_import.cpp
Found the similar issue: https://forum.qt.io/topic/42145/i-can-t-run-static-qt-qml-app-on-another-computer
Update 2:
Problem solved but I want to know why.
Here is I tried:
Connect a Win PC using remote desktop from another Win PC, run a static build QML program, then it crashed immediately after the Window appeared.
Directly login into the same local machine, run the same static build QML program, successful run.
Using the remote desktop run dynamic link QML program with Qt libs, successful run.
So the problem is Windows remote desktop, but I can't find the doc or bug report about it, if you have any idea or guessing, please help me.

Meteor: what does "there can be only one platform" mean?

I'm working through the Angular2-Meteor tutorial here. When I update the code for the app, I frequently encounter an error message, displayed in the browser console when I browse to the app running on localhost:
Error: There can be only one platform. Destroy the previous one to create a new one.
Sometimes the app seems to be running fine. Other times it is indeed not working. What does this error mean, and how should I fix it?
This happened to me when i was using the Atom editor. Atom compiles your typescript and outputs it in the same folder by default. Then Meteor sees both a *.ts and a *.js file and happily loads both of them. As a result 2 Angular platforms are created.
I don't know if you can change the *.js output folder with atom-typescript. I switched to VSCode for typescript development.

iPhone app crashes from Finder

I've written an iPhone app and only tested it with the simulator as I don't have an actual iPhone. If I Build and Go, I can see the app running. But if I go to Finder and then open it through the project's build folder, it just crashes immediately. Does anyone know the reason for this?
It crashes because double-clicking it causes Mac OS X to try and run it as a Mac app. It's got the same structure as a Mac app, and it's an x86 binary, so why not? But the iPhone app tries to dynamically link UIKit, fails to do so, and crashes. The simulator sets up the iPhone app's environment so that the linking succeeds. You could probably do this at the command line with careful use of environment variables, but the Finder doesn't do so.
Finder won't launch the simulator correctly. XCode is the only supported way to launch the simulator as far as I know.
So Tom, if I wanted to send that binary to a friend, what are the instructions for opening it?

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