Our projects all use CMake, and Fabric seems to require a script run in XCode's build environment to extract information. CMake doesn't seem to have a way to add a run script build phase.
So, I tried running the script manually after setting the following manually from known values in CMake:
INFOPLIST_PATH
BUILT_PRODUCTS_DIR
DWARF_DSYM_FILE_NAME
DWARF_DSYM_FOLDER_PATH
PROJECT_DIR
As a result, there were no errors when running the script but ..also nothing happened. I just got a "Launching uploader in validation mode" and then the process exited.
Is it possible I could get a full run-down of what the program needs in order to run? Our projects are built on a build server so having to VNC in and launch xcode to build is not really an option.
Thanks in advance.
Since you're using CMake, instead of using the run script build phase, I'd use the upload-symbols script as that will be a more reliable way to upload the dSYMs to Crashlytics.
Related
Is there a way to get the compile time (time at which i compiled the app, e.g. in utc or local). The reason I want this is that I often am not sure what version my emulator is running right now and adding a text widget at the top with the compile time would give me this security while developing.
One way I would do that :
make a shell script that runs before build, and gets current system time
(for iOS, this can be done adding a script phase before your build phases, on android, you need to change your gradle, see : execute task before android gradle build?)
Inject that time into a .env file, then use react-native-config to recover this 'buildTime' variable and display it.
There must be other ways to do that, but no ready-to-use tool to my knownledge, you will have to dive into Platforms specific build scripts ...
I had a question regarding the Test APK topic.
Is there a way to use the tests/RunApkTests.targets and
build-tools/scripts/TestApks.targets
files. so I can reuse the targets to run my own android unit tests and get results as part as our continuous integration?
I tried using the NUnit Tutorial with no success. I also created an issue here but I kept researching and found some potentially useful targets there.
I'd rather use these targets through a nuget package as opposed to manually downloading the target files and their associated files.
Any suggestions?
Thank you for your time!
We have a problem with the TFS build agent intermittently hanging while building our solution. We have some custom build actions, we're using eazfuscator, and we have some post build actions as well.
So it's quite possible we are causing the problem. We've identified that the solution (filled with C# projects) starts compiling but does not finish. What we need is the log file from MSBuild/csc, but because the solution never finishes, those logs never go to the build drop.
I need help finding the log file on the build agent. Any ideas?
Thanks!!
I suggest you to copy the MSBuild command which is generated in TFS build for code compilation, run the same command on build agent server manually from command prompt. Here, you will get more details to figure out the cause build for hanging issue.
I am trying to run the incore_macho which has been provided by IBM Worklight.I am unable to run this script on my mac machine, can anyone please guide what are the steps in running this script, Does it require any prerequisites. Appreciate your help.
reference link :- http://public.dhe.ibm.com/software/mobile-solutions/worklight/docs/v600/05_12_JSONStore_-_Encrypting_sensitive_data_with_FIPS.pdf
code link :- http://public.dhe.ibm.com/software/mobile-solutions/worklight/docs/v600/JSONStoreEncryptingSensitiveDataWithFIPSProject.zip
Thanks
djrecker
In order to run the incore_macho script add an iOS environment in Worklight and then Run As-> Xcode Project. You can instruct Xcode to run the script on each build by selecting the Project and adding a build phase run script.
To add a run script build phase please see:
https://developer.apple.com/library/ios/recipes/xcode_help-project_editor/Articles/AddingaRunScriptBuildPhase.html
In the space for the script add:
{INSTALL_PATH}/incore_macho -exe
“$CONFIGURATION_BUILD_DIR/$EXECUTABLE_PATH”
{INSTALL_PATH} is the location where you installed the
incore_macho file.
Finding hard to know why am I unable to get this thing :
... I can run my application from command prompt, But when I do idea and Import the existing project using IntelliJ unable to trace out what Libraries or Jar files I need to get going.
In one Play1.2.3 I used to just Import Play and Play1.2.3 jar files and everything works..
Update
Have tried Creating a new project and Open Project(Instead of Import) from IntelliJ,But no luck.It has attached all the Libraries but still the error doesnt go screenshot attached:
IDE :IntelliJ 11.0.2 &
Play : 2.0.2
Since Play 2.0.2 you don't need to create Idea's project from the scratch and import modules into it.
Just choose Open project from the menu, and find the folder where you performed play idea action, whole project will be ready to use in the IDE without any additional steps.
Edit:
Most important: to reflect changes in managed sources your application need to compile it first, so it needs to work in the background while developing or you need to compile it manually if app is stopped. Otherwise Idea will not be able to compile (and find) managed sources. That's exactly job of the Play's DEV mode which differs from others Java frameworks, which requires to compile app manually and/or configuring your IDE to do that from time to time. Play's dev mode allows to do it in background.
Idea will start recognizing your managed sources after first run the app in the browser (as it will compile it, and idea will catch it just few seconds later). Of course the app must be running in dev mode, to compile views, assets etc.
play run
Of course if you're in production mode, you also need to restart the app.
alternatively after idealizing the project, or if your app is not working you can manually compile managed sources with:
play compile
Also if you'll start in tilde-dev mode, it will be compiling changed resources right after the changes' saving
play ~run