I am trying to download an entire S3 bucket to my local machine using the
aws s3 sync s3://mybucketname . command.
I get an error like:
download failed: s3://bucketname/android/directory_name/filename.csv to android\directory_name\filename.csv [Errno 22] Invalid argument: 'C:\\Users\\prase\\bucketname\\android\\directory_name\\filename.csv.422cd5B1'
I know that this error is because of having an extension to the csv extension in the filename. However, I am not sure how this extension is added. All the csv files have an 8-digit extension like .422cd5B1 and thus download fails. However, when I login to S3 and download each file, there is no extension like this.
All of my files are csv files either uploaded from an android or an ios phone. And only files uploaded from an android phone have this issue.
Related
I have copied the app-debug.apk from outputs of android studio project and trying to run the apk file on the phone but getting this error :
Invalid resource path specifed
This is my project structure :
For me the cause of this error is the method you sent the file to your device.
I sent the apk file using whatsapp messenger and this error was shown.
But when I sent the file using Bluetooth the apk was installed successfully.
I'm trying to assemble an Android build with my laptop with Ubuntu but I'm getting constantly the error on a file generated by dagger:
error: error while writing DaggerMyLibraryBookmarksComponent$com_testx_baseapplication_presentation_common_dagger_component_ApplicationComponent_userManagerRepository.class (File name too long)
This error is quite weird due that in other computers with same code and same SO I'm able to compile the project without any issue.
Has anyone experienced this issue?
The problem here was that I was using an encrypted folder in my /home partition. I just created a new folder outside the encrypted partition and the problem was solved.
This is due encrypted folders only accepts 144bytes class name files.
Same problem here!
My solution was to create a virtual image using "dd", format it in ext4 and mount it in my working folder. Worked like a charm!
Somthing like this:
https://www.tecmint.com/create-virtual-harddisk-volume-in-linux/
I am in the process of migrating my scripts from python SL4A to QPython (can't get SL4A to work on android lollipop).
I can't save a file to the disk
So I am using:
with open("foo.txt" ,"a") as f:
f.write(theInfo)
And I get
IOError: [Errno 30] Read-only file system: 'foo.txt'
I know what the error means, I just don't know where to save the file...
Thanks for the help,
marbs
The error is saying that you are in a protected part of a file system.
That means you may want to save the file in an un-protected part.
So, you may want to replace the "foo.txt" part with "/mnt/sdcard/foo.txt" or "/storage/sdcard0/foo.txt" or whatever is the path of internal storage on your phone.
Do you understand what am I saying?
Qpython has disabled writing to files, my recommendation is to find a different script interpreter like the inpython app on android, or the python module in Termux and run it from there.
So i am trying to use azure to allow me to make an online leader board for my game , now i followed the bit-rave tutorial steps and when i run the script off my computer it writes to the azure database and reads from it to all perfect, but when i put the app onto android or windows phone they both seem to not go into the Read Handler method, can anyone help me as i really would like to get this working on my game. i have used the method from bit-rave website and it does seem to work when running from unity editor but nothing is working from mobile devices on both platforms?
EDIT: so i read somewhere my error was because i was missing thr RestSharp.WindowsPhone.dll in the plugins folder so i found a version online and inserted into the folder and all these erros came up so im guessing the file needs to be relevant to this package?
Error building Player: Exception: Failed to run reference rewriter with command "--target="Temp/StagingArea\Assembly-CSharp.dll" --framework="C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\WindowsPhone\v8.0,C:\Program Files (x86)\Microsoft SDKs\Windows Phone\v8.0\Libraries,C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WP8Support\Players\ARM\master" --platform="C:\Program Files (x86)\Windows Phone Kits\8.0\Windows MetaData\Windows.winmd" --support="Temp\StagingArea\WinRTLegacy.dll" --winmdrefs="" --system=System --dbg=pdb --alt=System.Net;System.Net.Sockets,System.Net;System.Xml.Serialization;System.ComponentModel,System.Windows;System.Threading,mscorlib". [Temp/StagingArea\Assembly-CSharp.dll]
Catastrophic failure while running rrw: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'RestSharp.WindowsPhone, Version=104.4.0.0, Culture=neutral, PublicKeyToken=null'
at Unity.ReferenceRewriter.RewriteContext.RewriteResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Unity.ReferenceRewriter.RewriteTypeReferences.Visit(TypeReference type, String referencingEntityName)
at Unity.ReferenceRewriter.ReferenceDispatcher.Visit(MethodReference method, String referencingEntityName)
at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethodBody(MethodBody body)
at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethod(MethodDefinition method)
at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethods(TypeDefinition type)
at Unity.ReferenceRewriter.ReferenceDispatcher.Dispatch()
at Unity.ReferenceRewriter.RewriteOperation.Execute(RewriteContext context)
at Unity.ReferenceRewriter.Program.Main(String[] args)
When moving from the desktop version to a mobile (Android / WinPhone) make sure you've enabled Internet permissions as that has to be explicitly required.
I am using the following code snippet to zip a directory:
http://www.jondev.net/articles/Zipping_Files_with_Android_(Programmatically)
I noticed that if the directory is big like >3MB. The created zip file is corrupted and I could not open it. It throws "Archive is in unknown format or corrupted." error in Windows.
Any idea how I can prevent this? For example if too big, then just zip till the threshold is reached. Or is there any other method?