Charm DatePicker throws UnsupportedOperationException - gluon

In the Google Play Console Crash Report section I discovered the following stacktrace for my app:
java.lang.UnsupportedOperationException:
at java.text.DecimalFormatSymbols.getMinusSign(DecimalFormatSymbols.java:300)
at java.time.format.DecimalStyle.create(DecimalStyle.java:130)
at java.time.format.DecimalStyle.of(DecimalStyle.java:119)
at com.gluonhq.charm.glisten.control.DatePicker$d.c(SourceFile:846)
at com.gluonhq.charm.glisten.control.DatePicker$d.<init>(SourceFile:679)
at com.gluonhq.charm.glisten.control.DatePicker$c.<init>(SourceFile:388)
at com.gluonhq.charm.glisten.control.DatePicker$b.<init>(SourceFile:220)
at com.gluonhq.charm.glisten.control.DatePicker.<init>(SourceFile:128)
at com.gluonhq.charm.glisten.control.DatePicker.<init>(SourceFile:115)
The issue occured on a Huawei P8 lite, Android 5.0.
Digging through the JDK and Android SDK sources I couldn't find any place, where this exception is raised, nor could I reproduce the error on a Huawei P9 lite, Android 6.0.
Could this error be caused by a possible dalvik implementation of java.text.DecimalFormatSymbols?

Related

Xamarin iOS: System.ExecutionEngineException. Details: attempting to JIT compile method while running in aot-only mode

In my project I use Microsoft.Data.Sqlite package to work with sqlite databases. On Android platform all things work ok, but on iOS platform I get this exception when application tries to interact with sqlite database:
Xamarin iOS: System.ExecutionEngineException. Details: attempting to
JIT compile method '(wrapper delegate invoke) void
:invoke_calvirt_void_SqliteParameter_Sqlite_Type)' while
running in aot-only mode.
The strange thing is that all things work ok on simulator, but on actual device I get the exception.
How can I fix that?
To fix this issue, open iOS Xamarin project, iOS build properties and enable option Enable the Mono interpreter. After that rebuild the application and redeploy on the actual device.

Mac OS Big Sur with iOS Simulator iPhone X(12.0) Not working with error _ReportRPCTimeout

I hope everyone is doing great!
I am developing a game using unity version 2020.1.17f1 which is for the android and ios platforms. And it has social login SDK's from Facebook, Google, Twitter, and iOS.
The build was running fine for both of the platforms until I updated my Mac OS to the latest one 11.1 (Mac OS Big Sur). I did not update XCode yet because my colleague using XCode 11.7 to make and build for iOS. Meaning I have to use XCode 11.7 to make and build!
Now, my problem is:
I am creating an iOS build from unity using Simulator SDK and with:
Metal helper enabled
.Net framework version 4.x
Project build running fine!
Now importing this project to XCode and making build was fine, as soon as I try to run this application no Simulator it stuck at a black screen, and throwing error with following details:
GfxDevice: creating device client; threaded=1
Renderer: Apple Software Renderer
Vendor: Apple Inc.
Version: OpenGL ES 2.0 APPLE-17.0.34
GLES: 2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_
read_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 34021152
OPENGL LOG: OpenGLES2 is deprecated on this platform
Initialize engine version: 2020.1.17f1 (9957aee8edc2)
2021-01-02 10:26:32.740379+0530 NewUnityProject1[6860:93127] [AudioHAL_Client] HALB_IOBufferManager.cpp:226:GetIOBuffer: HALB_IOBufferManager::GetIOBuffer: the stream index is out of range
2021-01-02 10:26:32.740975+0530 NewUnityProject1[6860:93127] [AudioHAL_Client] HALB_IOBufferManager.cpp:226:GetIOBuffer: HALB_IOBufferManager::GetIOBuffer: the stream index is out of range
2021-01-02 10:26:32.753355+0530 NewUnityProject1[6860:93127] [aqme] 254: AQDefaultDevice (1): output stream 0: null buffer
2021-01-02 10:26:32.753616+0530 NewUnityProject1[6860:93127] [aqme] 1640: EXCEPTION thrown (-50): -
2021-01-02 10:26:41.097627+0530 NewUnityProject1[6860:92923] RPCTimeout.mm:55:_ReportRPCTimeout: Start: Mach message timeout. Apparently deadlocked. Aborting now.
At UnityAppController file on line 130 with function name UnityInitApplicationGraphics().
Until now I thought my programming was bad! but to make sure I try to create a plain project in unity and follow the same steps, and I am shocked when I see the same result on a very blank project with one text view on it!
Does anyone know how to solve this problem? How can I test this application on the simulator?
Thanks in advance

Ajax call fails on iOS 10 but works fine on previous versions for Cordova application

I am using the latest iOS platform and plugins in my cordova application. The app works fine on older versions of iOS but not on iOS 10. I am getting timeout error. Tried removing platform and adding again. Also created a fresh project. Still no luck. The app works fine on Android as well.
I ran into the same Problem and apparently there is no fix at this time. Here is the current thread with this bug in the apple forum: https://forums.developer.apple.com/thread/64526
This is a similar issue to this one : Cordova whitelist iOS 10 SSL error: Failed to load resource: An SSL error has occurred and a secure connection to the server cannot be made
I found that it solved my problem with API calls and WebViews that broke when iOS 10 came out.

Error Running OpenTok on Android 17 Head Mounted Display - Golden-i

When I run the android sample here: https://github.com/opentok/opentok-android-sdk-demo
I get the following error:
java.lang.RuntimeException: Cannot find workable config for this device/camera
Does anyone know how to add a new camera config to the Opentok SDK?
This is an older repository and I don't think its supported anymore. TokBox is currently distributing their android SDK beta through their website here. I have downloaded it and deployed the sample code to my android device and everything worked. Make sure you are deploying to your device and not the simulator.

How to get a microsoft.ink (XP Tablet PC SDK) app that works on windows 7 to work in winXP (not tablet edition)

I've written and tested an app that runs perfectly on Win7 using the XP Tablet PC SDK 1.7, but am having problems getting this to work on standard XP which a number of our clients use. I guess XP is missing some components that XP tablet edition would have - does anyone know where I can get these components - possibly a runtime distribution of XP Tablet PC SDK or something like that?
The occurs when trying to open the form with the ink related components on, the error is:
Retrieving the COM class factory for component with CLSID
{43FB1553-AD74-4EE8-88E4-3E6DAAC915DB} failed due to the following error:
80040154.
Error Stack Trace: at Microsoft.Ink.InkCollector..ctor()
at Microsoft.Ink.InkCollector..ctor(IntPtr handle)
at autoVHC.Uc_SquashedFrog.Init()
at autoVHC.frmCheckList..ctor(VHCTOManager VHCTO, TemplateTree t) Error
Message: Microsoft.Ink Error to string:
System.Runtime.InteropServices.COMException (0x80040154): Retrieving the COM
class factory for component with CLSID
{43FB1553-AD74-4EE8-88E4-3E6DAAC915DB} failed due to the following error:
80040154.
at Microsoft.Ink.InkCollector..ctor()
at Microsoft.Ink.InkCollector..ctor(IntPtr handle)
at autoVHC.Uc_SquashedFrog.Init()
at autoVHC.frmCheckList..ctor(VHCTOManager VHCTO, TemplateTree t)
Microsoft.Ink has proven to be a headache, none of the tools in visual studio work for it (which is ok by me as I only used the ink collector) - and even that seems to have some weird quirks to it :( - like random null ref exceptions that don't really cause a problem. go figure.
Note: we must use this SDK as our clients use .Net2 and won't upgrade.
I found this which may help - basically you need to include the Mstpcrt.msm merge module from <PROGRAM FILES>\Microsoft Tablet PC Platform SDK\msm and include it in your set-up project.

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