How to add Mac OSX to cordova project - macos

I currently have a Cordova project with 2 platforms: Android and iOS
I'm trying to add "OSX" with this:
https://github.com/apache/cordova-osx
However the documentation is quite hard to follow and I can't seem to get it to work properly.
Does anyone have any idea on how to do this? or more precise step by step instructions?

The Cordova CLI does not support OSX project targets.
In your project working directory root, type in:
cordova platform list
... to see the available and installed platforms.

just wondering if anyway gots this running ? actually I tried to load cordova from master. Later I tried to applied the patch which did NOT worked. So I did what the patch did by hand.
Anyway after the full cycle still "platform list" does not changed ?
So I assume there are more steps to be done, before OSX is added as a new platform?

Related

Installation fails when trying to install Unity AndroidPlayer on macOS

I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)
I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)
I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox
Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...
I managed to defeat the issue by installing the required packages from the Unity Hub, instead of manually downloading & installing.
Start Unity -> click Installs -> reveal Add Modules by clicking the vertical 3 dots and select the modules required by clicking on the checkboxes.
I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.
If anyone else runs into this and is unable to see the Add Modules button described in the other answer, you need to install the editor through Unity Hub in order to see that option.
I removed the old editor, went to:
https://unity3d.com/get-unity/download/archive
and then clicked the Unity Hub button for the specific version I was using. That way you're able to Add Modules :)

React Native assembleRelease app::bundleReleaseJsAndAssets never progress

I'm trying to generate release version of my app using React-native :
./gradlew assembleRelease
It's progress until app::bundleReleaseJsAndAssets gets stuck at 93% and never progress. I dont have any error on terminal.
About OS I'm on Mac OS.
issue reported https://github.com/facebook/react-native/issues/10078
If you are using realm, please consider that comment:
:app:bundleReleaseJsAndAssets was trying to bundle the default.realm* in the root folder generated from the tests in jest... So it was hanging there.
It couldn't decompile them or whatever. So i just deleted them and it worked again
I used to have realm in my project but removed it. I still had files not tracked by git, hanging around. I simply removed everything related to realm and it worked again
If you are building the react native app in android studio and you are stuck at
app::bundleReleaseJsAndAssets never progress
It could be the issue with "CMD" in the android studio. Please Make sure you install the plugin.
I'm able to resolve the issue.

PhoneGap 2.1.0 iOS Mac Xcode CordovaLib

Trying to get some solid documentation on how to get the iPhone emulator in Xcode running with my PhoneGap 2.1.0 project. I pulled it down from a git repo that I originally built on my Mac Pro, now want to run it on my Mac Air. There is a lot of confusion of the terminologies between PhoneGap and Cordova that make it near impossible for a beginner to figure out how to set up a project.
The problem I'm getting when I open my PhoneGap project in XCode is this error:
Lexical or Preprocessor Issue 'Cordova/CDVViewController.h' file not found
Clearly the Cordova class files aren't being seen by XCode, although I included the path to the CordovaLib classes in Preferences -> Source Trees (~/Documents/CordovaLib/.
Just want to get this thing running! Thanks!
Not sure if this will help you, but I am starting to try to get to grips with PhoneGap/Cordova, and found this excellent guide on getting it going.
It uses Cordova, which I am led to believe is the source of PhoneGap (Still SLightly Confused tbh), hopefully it will help you in one way or another, it certainly got me up and running :)
https://docs.google.com/viewer?a=v&pid=forums&srcid=MDUyNDQxMjA3MzY2NzYzNDU0MjgBMTAxMDE4ODcyODc5Njc4NDQwMzQBOWNxRFF3Z0UyX29KATQBAXYy

GHUnit/GHTestApp.h: No such file or directory

I'm very new to objective-c, xcode, and mac development in general (I
come from a java development background). I'm attempting to integrate
GHUnit into xcode to write some simple unit tests for an objective-c/
cocoa project I've recently been tasked with.
I've attempted to follow the directions here :
http://gabriel.github.com/gh-unit/_installing.html for:
Installing (Mac OS X)
-- Installing in /Library/Frameworks.
I'm working with xcode 3.1.3 running under Mac OS 10.5.8
I have created the new Target "Tests", and Link Binary With Libraries
shows the GHUnit.Framework.
I've added the GHUnitTestMain.m to the project as the directions
describe. However, I get "error: GHUnit/GHTestApp.h: No such file or
directory" for the #import
I looked for this header file in the framework and I don't see it
included. #import is not causing any errors, and I
DO see this file in the framework directories.
Is the downloaded framework and the GHUnitTestMain.m out-of-synch with
each other? or have I missed something in the configuration?
As another note, in the directions:
"If your main target is an application, you will need to include these
source files in the Test project manually."
I don't understand what action is required from this statement. I
have no idea if it's related to my current compilation error.
Thanks for any help in sorting this out.
Make sure you downloaded the OS X version of GHUnit. The github page lists a few downloads for iOS aswell. At the time GHUnit-0.4.26.zip is the latest OS X version.
I encountered the same problem.
You might add the test class to the main application target. Uncheck the target and then, the error "GHUnit/GHUnit.h file not found" disappeared.

Installing iOS SDK 4.1 on xcode 3.2.5

I've read through a lot of posts and couldn't really figure out the answer to this question. So I apologize if I duplicating it here.
I have installed xcode 3.2.5 to my machine and it comes with SDK 4.2. My iPhone is on 4.1 and I am not planning to move it to 4.2 just yet. Problem is that I can't use this phone for testing. Since the only SDK that I have installed is 4.2, when I try to run debug with my iPhone, I get this message:
Can't install application
The info.plist for application at /blabla/app.app specifies a minimum OS of 4.2, which is too high to be installed on this device.
So, I got to Targets -> Get Info and I see that it is indeed targeting 4.2 (but that is the only option available - since I don't have the other SDK's installed).
So, the question is: how to I keep xcode 3.2.5, but install SDK 4.1 in addition to 4.2?
It took a while to figure this out.
I couldn't see 'iOS Deployment Target' on the info.plist either. Here's what I did.
a) Project -> Edit Project Settings
b) go to 'deployment' section
c) Change
'Targeted Device Family' = iPhone/iPad
'iOS Deployment Target = 'iOS 4.1'
Open up your info.plist in your project. There is a place where you can define for iOS 4.1.
Just open the previous SDK dmg, then go to Packages, and install the SDK 4.1 package.
More info : Install sdk 2.0 to 3.1 for xcode 3.2
Note : the "Packages" directory is not visible in the dmg since xcode_3.2.5_and_ios_sdk_4.2_final. Just use the Terminal (or finder "Go to folder") to open "/Volumes/Xcode and iOS SDK/Packages".
Edit : the xcode4.1 for Snow Leopard create an app called "Install Xcode.app". The packages directory is inside the app package.
The best way to do this is to find a copy of Xcode 3.2.4, with iOS 4.1, and install it in a separate directory. When you install, take the dropdown that's set to Developer and switch it to DevOld, or something similar. As there's no way to install new SDKs in the new version of Xcode, keeping multiple versions is the best you can do.
If you simply want to be able to run your app in 4.1, not necessarily develop in it, go into your target's settings, and under the build tab, set the iOS Deployment Target key to 4.1 or below.
Good luck!
What you need to do is:
In the BUILD section of the Project info click on Show and change its value from Setting defined at this level to All Settings.
In the updated list of settings you will surely locate the desired one.
Good Luck!

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