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I am seeing an error and don't know how to resolve it #9
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There is an issue with how command line build is executing. If you open the ios project's workspace in XCode you can build and run with no issues. Let me look into it. |
I think is related to a bug in CocoaPods. See CocoaPods/CocoaPods#4963 and CocoaPods/CocoaPods#4954. It's marked as fixed but this looks like the same issue. It's looking for the bundle to exist here |
I will try but I did get errors when trying to build in xcode. But it was a lot harder to copy and paste them into here. It was complaining about not finding resources as well but the paths affected all pods. SonI got 4 errors. Will try to paste them tonorrow |
@richtera If you change your entry to the following your build will start working.
Be aware that when and if Auth0 fixes their pod spec you'll need to remove the fix-bundle-path attribute or may cause builds to start failing. Let me know if you run into more issues. |
When adding the platform I saw a bunch of script sources but that's probably debugging code you put in:
Then I am getting a variation of the error:
So it definitely seems a lot closer, but for some reason it's not quite right. Maybe my fix-bundle-path should be something else? Not sure.
The log just stops and doesn't even finish outputting the log line. Then the second time I get the error.
Maybe something went wrong with updating the plugin. I will pull it from github directly after I get back from an errand. |
Yep. Forgot to remove my debugging statement. Can your run the this and post the location it returns?
Also just for kicks can your remove and re-add the ios platform and your plugin then try the build again? Something is off. Clarity the fix was to modify this line from
to
by replacing the first part of the bundle path with the app name because that is where the files actually end up. But your error message is showing the following:
I'm not sure how MyApp.app is being used instead of Reader0.app since the debug output is showing the actual content of the script. |
Found something interesting. When loading the xcworkspace manually everything compiled. How do I convince cordova build to use the workspace rather than the project? |
The plugin already handles that by modifying the build.js used by Cordova. And yes you do need to open the workspace. |
Hmmm ok it's definitely getting closer. The XCode build now works, but the command line build still has problems.
@blakgeek: I figured out I was using an older version of cordova-ios. Once I upgraded that part of the problem went away. |
Fantastic. What version of cordova-ios were you using? |
Ughhh, I am not sure since I just overwrote it with the new version by doing npm install -g cordova-ios, sorry. I had installed it a long while ago and never upgraded. |
No problem. |
But I am stuck with this Missing device thingy since I am trying to build my app on circleci. On there I can't really open XCode to build it manually. Any suggestions how to resolve this last straggling problem? |
You need specify the device you want to use. Right now it's defaulting the Generic Device. See this SO post http://stackoverflow.com/questions/22310526/cordova-start-specific-ios-emulator-image. |
Hmmm, this seems to be just talking about emulators. I am building with the --release --device flags and should not really need to specify any device. The page doesn't talk about anything regarding device builds. For emulation it does make sense to me that I have to specify the device type of the emulator I'd like to use. |
Hmmm changing build.js to say:
I.e. adding " '-destination', '**generic/**platform=iOS',"
But it does resolve the destination specification issues. |
Getting same error, added the |
Not currently. I'll look into it this week. |
Any news ? |
My plugin looks like this:
Then I add it to my cordova project and it correctly do the initialization:
But during build I get (the first build just stops)
I see errors like this:
Any suggestions on what to look at first?
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