Phonegap stuck at detecting iOS SDK environment - xcode

i'm trying to create my first app using Phone Gap, so i manage to Build a "generic" app, after installing node.js and phonegap.
So i'm trying to run the following command on the terminal:
phonegap build ios
And it always get stucked on [phonegap] Detecting iOS SDk Environment.
I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
Any ideas? Thanks for the attention!

So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.

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Cloud Messaging for macOS (Flutter) not receiving messages

I'm trying to get my Flutter application to receive messages using Cloud Messaging. This is working great on iOS, but for my Flutter macOS application, no matter what I try it's not working.
There seems to be very little documentation online about how to do this, with even the official documentation not being particularly clear.
What I have tried:
Cleaning Flutter
Removing pods and rebuilding
Sending messages from both Firebase's test page as well as a Firebase Function
What I am wondering if I have got wrong:
In the documentation it says For iOS; you must have a physical iOS device to receive messages., does this mean I should be doing something different when running a macOS app too?
Where it says in the documentation, This guide applies to both iOS & macOS Flutter apps, repeat each step for the platforms you require, does it literally mean every single step, as some steps seem to be fine not being repeated eg....
Can I reuse the same Firebase iOS app and Apple key or do I need to create a separate Firebase iOS app and separate Apple key?
Can I use the same identifier as with my iOS implementation?
Thanks so much!
For anyone else trying this, it turns out that notifications shouldn't work on MacOS using the default build approach. Instead, you must use a notarized version of the app. Many thanks to Markus Aksli, who responded with the following:
No, you can just run on your mac, however you need a build that has
been notarized by apple (https://github.com/FirebaseExtended/flutterfire/issues/5717)
You can use the same identifier and key

Build setting for iOS in Unity

I am struggling to build a just simple AR object for iOS platform with unity and fusoria. The picture below shows my object which I want to build.
When I build this object for iOS platform, empty folder is always created without any app.
On the other hand, when I attempt to build PC, Mac & Linux standalone, it works correctly.
How can I handle with this issue ?
My unity version is 2017.2.0f3 personal and my PC is mac os.
It would be really appreciated if you answered in detail.

XCode simulator: how to make Internet work for apps?

I am developing a NativeScript app (i.e. a native app compiled from web languages) and deploying it to XCode (7.2) emulator.
NativeScript uses the Xcode command line tools internally.
I am working under OS X 10.11 (El Captain) and I tried to deploy my app to iPhone 5 and iPhone6 emulators.
The issue I'm getting is that my app can't reach REST APIs (get/post/....).
I'm deploying my APIs using json-server.
On Linux with json-server + run to Android emulator it works perfectly so I'm pretty sure it doesn't depend on json-server or my app code.
I tried an old solution posted at: iPhone simulator cannot connect to internet
Specifically, I've reset simulator settings as well as enabling 'HTTP services' in settings. The issue is still there. Any clue?
Check this out. I might have something to do with Apple's Application Transport Security jargon.

iOS simulator for windows 7 to test websites

I'm a UI Developer and I want to get an iOS simulator to test my work as I found later that some features don't work on iphone/ipad and the included custom fonts don't work as well.
Thanks in advance.
You can only use ios Simulator when you have an Xcode running on Intel based Mac Computer. I found this link interesting, i am not sure whether this works or not. http://www.makeuseof.com/tag/ipadian-ios-simulator-windows/
I recommend running virtual box with a MacOSX install then as mentioned previously, open the contents of the XCODE directory and there is an iOS Simulator there.

Xcode 4.4 - There was an internal API error

Hi I just upgraded to Mountain Lion. I created an empty Single View Application and run it. The first time it runs fine but the next runs will give me the "There was an internal API error" pop-up warning TWICE. It's the same with my other projects. They run okay once but gets this error the next runs. There was no warning or any specific warning message of any kind.
Any idea how to solve this?
Would really appreciate your help.
I have it working on iOS6 Beta 4!! This is what I did but other variations may also work:-
Install XCode 4.5 Developer Preview 4
Delete your app from the device
Run your app from Dev Preview 4
Delete your app again (not sure if you have to do this)
Return to XCode 4.4.1
Run your app, stop running, run again!!!
Of course you could continue developing in 4.5, but I prefer to wait.
Installing 4.5 Beta 4 installs updated device support. Once this is done once (possibly on any device) it should work fine. If you use the same device on a different machine you will have to again run it once from 4.5 Beta 4 before using your preferred version of Xcode (You do not need to delete the app from your device this time).
Edit: I am pretty sure that if you make a change to your core data you will need to run from 4.5 for the first time also.
Don't know if this helps, but I've deleted all files in ${HOME}/Library/Developer/Xcode/iOS DeviceSupport and it worked as a charm (Xcode 4.4.1, OSX 10.7)
I had this problem when I upgraded my device to Preview4 but had my MBP still running Xcode Preview3. Updating to Xcode Preview4 made the problem go away for me, no restarts necessary.
Deleting the app manually from the device/simulator will allow you to build and run successfully. A long term solution is to not use a Beta Xcode :)
Sounds crazy but you can also not use the Beta version of XCode 4.
However, you must keep it in your left hand to authorize your iPhone to compile with the non Beta version (don't ask me why, it works).
If you run your app with XCode 4.5 preview & IOS6 Beta 4, the second time you run your app on the device, you'll get the internal API error.
In theory, you cannot use XCode 4.4 to compile on your iOS6 Beta 4 iPhone.
But...
It seems that, if you launch XCode 4.5 Preview, connect your iPhone (so it is recognized), run the application on it (even if you get the error), quit XCode 4.5, launch XCode 4.4 and .. tadaaaa... your iPhone is now recognized as an authorized device to compile on...
And of course, XCode 4.4 doesn't generate the api error...
I have Xcode 5.0.2 and iPhone with iOS 7.0.6.
Every time when I launched my project on iPhone, I saw "There was an internal API error". And it was launched on simulator without any problems.
I did all the stuff that usually helps (like remove an app, clean, restart Xcode, restart a mac, etc.).
This problem went away only after I restored the iPhone. Sad but true.
I don't know so far, why it appeared.

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