BB10 Webworks packaging Interrupted (aborting) error - packaging

I am trying to build a BB10 webworks app using Sencha Touch 2.2 and packaging using Ripple and keep getting Interrupted (aborting) errors. Is anyone else seeing this? I have noticed that I am able to clear this error if the .sass_cache fills up under /resources/sass folder of the Sencha Touch project.
out: (deflated 71%)
adding: touch/src/XTemplateCompiler.js (deflated 72%)
adding: touch/src/XTemplateParser.js (deflated 76%)
adding: touch/version.txt (stored 0%)
adding: twitter_bb.js (deflated 61%)
adding: webworks-1.0.4.11.js
out:
out:
zip error: Interrupted (aborting)
error response - {"code":1,"msg":"\nzip error: Interrupted (aborting)\n","data":null}
2013-06-13 11:48:44 GET /ripple/build_status/1021 200

After trying various things, I ran into the solution, by sheer luck I suppose. When compiling a Sencha Touch app, it compiles the sass file and creates a cache. Sencha Touch doesn't clear the .sass_cache folder after it's done compiling. This seemed to be causing odd issues with the package operation for a BB10 webworks app. It would stop with the message above on zipping different files.
After removing all the contents of the .sass_cache folder using rm -rvf * I was able to get it to successfully package.

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Error: Cannot find entry file ./node_modules/react-native-scripts/build/bin/crna-entry.js in any of the roots:

I keep receiving this error when running my App.js for React Native that was working perfectly well before I attempted installing Victory charts. Somehow something broke and after over three hours of work I am unable to figure out a solution. I have tried everything I could find on the web including uninstalling watchman, reinstalling watchman, reverting to React Native 0.55.4, some other recommended commands. Nothing is working.I am so confused.
$ yarn add react-native-scripts
This helped.
I think the other library may hurt the installation part of your package. To solve this issue on IOS you need to add its library like below:
First do 'yarn add react-native-scripts'. In the case that it dose't work continue other steps.
1-Go to the node module of your project and find the package folder and find the ios file inside it.
2- Then drag it into ‘library’ section of your xcode. (It is the subset of your project folders)
3- Then go to ‘build phase’ and in the ‘Link binary with libraries’ add it there by clicking on the plus sign
4- Then in some cases you need to add the correct path of the ios file inside your node module in the xcode. To do that you should go to ‘build setting’ section in the xcode and search header there. Then you need to add the path there below other paths.
5- Then clear everything (cmd+shift+k) and then finally compile it.
I hope it works for you.
In my case the "crna-entry.js" file does exist in the roots and my project should work (nothing have been modified from last time when it does work).
After hours searching, finally I figured out the reason:
the packager's directory checking is case-sensitive and in windows terminal the drive "c:/" will not be auto-corrected to "C:/" which will lead to error.
Hope this will help someone who gets the same error.
Below is the full error message:
The development server returned response error code:404 Cannot find
entry file node_modules/react-native-scripts/build/bin/crna-entry.js
in any of the roots:

expo error installing or running app

when I try to run my app on the iOS simulator I get the error :
Error running xcrun simctl openurl booted exp://localhost:19000: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=60):
The operation couldn’t be completed. Operation timed out
Operation timed out
Error installing or running app. Error: Process exited with non-zero code: 60
any idea how to solve this error ?
This usually is an error with the Simulator. If you remove expo (delete the app) from the simulator and run the command again, it should build fine.
However, if it still fails, Erasing all content and settings on the simulator does the trick too.
FOUNT IT!
you must have a .watchmanconfig file (like below)
File example
When you initialize a project with expo init "projectname", there is no .watchmanconfig file.
So, create one and in this file, just initialize an empty object like this : {}
Then you can start with expo start or yarn/npm start
It solved all my problem.
Hope it does for you too.
For anyone like me also searching this issue, it is possible to un-eject your app and run again like normal. From the docs, Delete the ios and android directories from your project. Delete the isDetached and detach keys from your project's app.json. You can now use your project like a normal Expo project (with no ExpoKit). Read more at https://docs.expo.io/versions/latest/expokit/advanced-expokit-topics/
It may be an issue with some outdated simulators in your simulator cache. On MacOS remove the sub-directories in the following directory:
~/Library/Developer/CoreSimulator/Caches/
check if you have .watchmanconfig file present in root, if not create one .watchmanconfig and initialize empty object and run command npm start again

Cannot add a new app to fabric

I am unable to add a new iOS app to fabric by following the instructions of the Fabric macOS plug in.
I have followed all of the instructions found at Crashlytics documentation
When running the app, I receive this error:
2018-03-12 14:22:24.090838-0400 [19139:8550117] [Crashlytics] Version 3.10.1 (129)
2018-03-12 14:22:24.636050-0400 [19139:8550293] [Fabric] unable to complete application configure: Error Domain=FABNetworkError Code=-5 "(null)" UserInfo={status_code=422, type=2, request_id=fbc432572e6f0e10f21d2ddc24c7f272, content_type=text/html; charset=utf-8}
I have tried searching StackOverflow and following answers, but no luck avoiding this error message.
Any ideas on this error message?
I had this problem and discovered that my 'visible' (in Xcode) info.plist was not a file in my root directory, and was an out of date version from earlier development activity. I am not sure why my correct/current info.plist did not display in Xcode. I found the current info.plist in Finder (it was in the root directory in Finder, just not appearing in Xcode). I dragged the file from Finder to Xcode and accepted all the defaults in the dialog that appeared. Then I simply built and ran the current scheme and all worked as it should.
Note: It appears that for some time I have been updating the 'invisible' info.plist directly from my apps Target / Info tab.
Make sure to include all dependency then throw a force crash or runtime error and do not forget to turn on your data or internet connection.

Cocoa error 3840 Parse Code iOS7 only

Background: I decided a couple days ago that I was going to update Facebook SDK to FBSDKCoreKit from Facebook-iOS-SDK v3.24. I updated my Podfile accordingly and installed all libraries fine. I then began updating some of the code to work with the updated SDK spec.
After working on it for a short amount of time, I changed my mind and decided to rollback to the old version. I made all necessary cocoapods changes and installs, discarded all local changes in Xcode, recompiled and ran. Everything worked fine... or so I thought.
The Problem: Now, when I try to run on my old iOS7 test device, I get an error whenever the app launches. Below is the exact console output:
2015-10-15 20:14:31.271 hiatus[184:6003] [Error]: Failed to run command eventually with
error: Error Domain=NSCocoaErrorDomain Code=3840 "The operation couldn’t be
completed. (Cocoa error 3840.)" (JSON text did not start with array or object
and option to allow fragments not set.) UserInfo=0x14d67d20 {NSDebugDescription=
JSON text did not start with array or object and option to allow fragments not set.}
After this error is displayed in the console, no Parse functionality works. Which means, in my case, that a user is unable to login. An empty error is displayed instead.
Everything works fine on iOS8, and iOS9 (simulators and real devices). I'm working with Parse v1.9. I've tried cleaning the project, resetting, etc, but without any success.
I've been able to track this down to a specific function within PFEventuallyQueue.m. It seems to occur within (void)_runCommandsWithRetriesCount:. I just have no way of knowing how to fix it.
This is a known issue with SDK v1.9.0 (https://github.com/ParsePlatform/Parse-SDK-iOS-OSX/issues/388). It has been fixed but not released yet (it will be part of the 1.9.1 release).
You have 3 options :
Use 1.8.5 until 1.9.1 is released.
Fix the bug yourself by making this change : https://github.com/ParsePlatform/Parse-SDK-iOS-OSX/commit/edde3bfa8a4476ba460dddbef6f75772960e1718
Use the master branch of the git repository to get the latest commits. If you're using cocoapods you can do it by setting your pod like this : pod 'Parse', :git => 'https://github.com/ParsePlatform/Parse-SDK-iOS-OSX.git'
Now is available Parse 1.9.1 but I recommend using CocoaPods for any Framework: https://cocoapods.org/pods/Parse

Unity3D build error CommandInvokationFailure

When I try to build my project I get the following error
Error building Player: CommandInvokationFailure: Failed to recompile android resource files. See the Console for details.
C:\Program Files (x86)\Java\jdk1.7.0_55\bin\javac.exe -bootclasspath "C:/Users/Ryan/Documents/android sdk only/android-sdk-windows/platforms/android-20\android.jar" -d "C:\Users\Ryan\Documents\Game - Android\Temp\StagingArea\bin\classes" -source 1.6 -target 1.6 -encoding UTF-8 "-S\R.java" "com\RyanVitter\Game\R.java"
stderr[
-S\R.java:8: error: <identifier> expected
package -S;
Does anybody know why this error is being thrown?
My team had an error similar to this, while trying to integrate the facebook SDK.
It worked fine on the computer which was used to import the SDK, but once things were added to git and commited, all other computers could not build to android, and the above error was shown in the console.
This was because unity seems also change some files outside of the project folder once the SDK is imported( We imported it through the asset store).
The solution then was to also import the facebook SDK to all other PCs via the asset store, and then do a "git reset --hard", which seemed to set up the unity editor correctly.
After these steps the project could build again.