PhoneGap example app does not do anything - jailbreak

I built the PhoneGap 0.8.0 example project and then deployed it on my jailbroken iPhone.
I am using Xcode 3.2.1, and target set to "Device - 3.0 | Release"
However the PhoneGap app did not do anything, it could not get my iPhone information, and clicking the "watch accelerometer", "Get Location", etc, did not do anything.
The same thing happened if I run it on the iPhone simulator.
What have I missed?
Thanks

Not sure but you may want to try it with a "real" iPhone.
I've known some mobile api's and services to state that they will NOT work for jail-broken phones.
Depending on how complex your application, you may want to try using their "Build" service. It's worked wonders for me!
Write your code, test in a browser...
When you're ready to test on a phone, package it up (.zip) and upload to the build service.
Within seconds (sometimes longer) you'll have compiled applications available to download.
We use it all the time - much easier than setting up your development computer.
Check it out: PhoneGap Build

Related

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...).

Firebase Unity3D desktop app (Mac/PC) - does it work or not?

Firebase, in the doc here
Document "A":
https://firebase.google.com/docs/unity/setup
it claims that it DOES now work for desktop builds. (So, in unity you create a Mac app or Windows app.)
it does work perfectly "in the Editor" (on Mac or PC), which is great
it does NOT seem to work as a Mac or PC build - I cannot get it to work
And here for instance..
Document "B":
https://firebase.google.com/support/release-notes/unity
.. it suggests it is not working (although its' a bit confusing).
Is it not working yet, or did we just screw up?
This is a bummer.
As I mention below, you can't use Firebase for VR until this is done, since VR builds are Windows builds.
firebaser here
While most Unity SDKs for Firebase should now work in the Unity editor, build targets for desktop environments are not yet supported. So: you can develop games targeting iOS and Android on the desktop, but you can't target desktop games yet.
For the latest supported platforms and the status of desktop support, you can check the Firebase documentation page on setting up Firebase for Unity.

Why can't I run my WatchOS 2 app?

It runs just fine on the iPhone. When I select the Watch App Target, however, it simply won't run on the watch.
I don't get any errors or anything. I can see the app downloading on the Watch sometimes; when it does download, it deletes itself the moment the download is complete.
I've tried uninstalling the watch app and reinstalling via the Apple Watch app on the iPhone, and the same thing happens: it downloads and deletes itself before I can run it.
I've also reset the watch, reset Xcode, deleted the iOS app, and just about everything else I could possibly think off, but I'm starting to lose my mind.
The problem started happening when I (attempted to) set up the Watch Connectivity framework. I don't know if this is related. I've been unable to verify that WC is working properly as I can't open the app.
I've been lucky enough to get it to actually load on the watch only a few times since integrating WC framework, but even when I have, all I got was the loading screen for about a minute each time.
UPDATE:
I'm now seeing some consistent behavior.
I'm now able to debug my app by launching the watch app via Xcode. The app icon does not appear at all on the watch when this happens, however. (Weirdly enough, it shows the launch screen for a different watch app when launching.) So I can't run the app at all unless it is launched from Xcode.
Also, I am not able to download the app to the watch via the phone. I want to be able to run it outside of debug mode, and I can't. When I attempt to install it from the Apple Watch iOS9 app, the install begins, I see the icon on the watch as it downloads, and just as it finishes, it deletes itself from the watch before I can run it. This just keeps happening.
Please help!
Make sure your Apple Watch device ID is in your provisioning profile.
So, this kind of sucks as an answer, but I've had enough.
I decided to copy all of my code and storyboards into a new Xcode project. The Watch App now works exactly as it should. Hopefully Apple sorts out these bugs in an update.
I believe repairing the watch would help as well. I had the same problem before and the only thing which helped was repairing the watch.
I also have other issues debugging the watch app properly - see my question here Proper way to debug watchos2 app in XCode7

Can you use Protractor and Appium together to test hybrid apps?

Here is my scenario. I have a website which is built on top of Angular JS. I am able to automate the website using protractor. However there are certain actions which when performed on website are reflected in Android and IOS devices.
Here's what I want to achieve.
Run my tests on website like I normally do but I want to fire commands to test the android and ios app also
/*
For eg:
1. Change password on website using protractor
2. Launch android app and check if the password has been changed
3. Switch back to protractor tests for website
*/
it('Change password and check on IOS and Android device' , function()
{
changePasswordOnWeb();
OpenMobileAppInDeviceUsingAppium();
checNewkPasswordOnMobileApp();
});
Is it possible? If it is can you point me to any of the tutorials?
To answer your question, yes you can integrate protractor and appium. Though as of now Protractor doesn't support appium officially, you can still make it possible with the below details. There is a help file that is available in Protractor docs. All you need to do is update your conf.js file to include the appium configurations and remember to start your appium server before you run the test script. Take care of below points -
Start your avd
Install the .apk file in your avd that you will be invoking through appium
Start the appium server using command - appium &
Update your protractor conf.js file to include appium android/chrome configurations. More details about configurations can be found in the below link.
Here's the link to more info on this - Protractor-Appium Setup . Hope this helps
It seems like you can use it
to test hybrid apps
This readme will help you to setup Protractor with Appium - Android/Chrome and Android/Safari. Here is video how-to. Maybe you should consider the SauceLabs option too.I think you can request iOS and Android devices by specifying the platform in the capabilities section of the config.
If you don't want to use SauceLabs you can look at using Selenium's Grid functionality. You can get Selenium drivers for iOS and Android and have them connect to a centralized Selenium server that your Protractor scenarios are ran against, you just change the seleniumAddress in your config file to point to the centralized server.

How can i deploy an window based phone application without sdk

I'm working on window based phone application(.xap file)
Is there any way to get the "Application Deployment" program, without installing the whole SDK?
I am not sure but i think you can't do it but some alternatives can be used. Check this post : Application Deployment Without SDK WP
Edit: Seems this does still require the SDK.
You can use Windows Phone Power Tools

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