I get some "Invalid Native Object"-errors in Android (Nexus 5, Android 4.4.4). In the browser version there are no errors.
I put the code part of my app into a fresh helloworld app. Line 59, where the error appears is marked below.
This is the logcat message from ADB:
D/cocos2d-x debug info(32165): jsb: ERROR: File /Applications/MAMP/htdocs/test_actions/frameworks/runtime-src/proj.android/../../js-bindings/bindings/auto/jsb_cocos2dx_auto.cpp: Line: 3955, Function: js_cocos2dx_Node_runAction
D/cocos2d-x debug info(32165): Invalid Native Object
D/cocos2d-x debug info(32165): JS: assets/src/app.js:59:Error: Invalid Native Object
D/cocos2d-x debug info(32165):
This is the code.
var HelloWorldLayer = cc.Layer.extend({
sprite:null,
ctor:function () {
var self = this;
//////////////////////////////
// 1. super init first
this._super();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// ask director the window size
var size = cc.director.getWinSize();
// Load sprite frames to frame cache, add texture node
cc.spriteFrameCache.addSpriteFrames(res.murbiks_plist);
var murbiksImages = cc.SpriteBatchNode.create(cc.textureCache.addImage(res.murbiks_png));
self.addChild(murbiksImages);
var anims = {};
var loadFrames = function(name,cnt) {
var frames = [];
for (var i = 1; i <= cnt; i++) {
str = name + (i < 10 ? ("0" + i) : i);
frames.push(cc.spriteFrameCache.getSpriteFrame(str));
}
var anim = cc.Animation.create(frames, 0.06);
anim.retain();
anims[name] = cc.animate(anim);
}
loadFrames("mostafa_fly",9);
loadFrames("mostafa_land",7);
var mostafa = cc.Sprite.create(res.murbiks_single_png);
mostafa.attr({
x: 0,
y: 0,
scale: 1.9,
rotation: 0
});
mostafa.retain();
self.addChild(mostafa, 5);
var animAction = mostafa.runAction(cc.repeatForever(anims.mostafa_fly)),
bezierMostafa = [
cc.p(0,0),
cc.p(200,520),
cc.p(500,220)
];
var mostafaAction = mostafa.runAction(
cc.sequence(
cc.bezierTo(2.5, bezierMostafa),
cc.callFunc(function() {
self.stopAction(animAction);
animAction = mostafa.runAction(anims.mostafa_land); // LINE 59, INVALID NATIVE OBJECT
})
)
);
return true;
}
});
What could that be?
murbiksImages should call retain() too
generally, "invalid native object" means some object is deleted in native code, which usually happens when object didn't call retain
and, SpriteBatchNode is deprecated in cocos2d-x3.0
you'd better not use it, it will be deprecated in cocos2d-js too
Related
I came across several questions on this subject. I'm trying to select the rear camera on an Android device running Chrome.
So, after some reading :
var selector = document.getElementById('video-source-selector');
navigator.mediaDevices.enumerateDevices()
.then(function(devices) {
var videoDevices = devices.map(function (item) {
if(item.kind === 'videoinput'){
return item;
}
}).filter(function( element ) {
return element !== undefined;
});
var max = videoDevices.length;
videoDevices.forEach(function(device, i) {
var html = '';
var div = document.createElement('div');
if(i === max-1){ // last element reached
html += '<option value="'+device.deviceId+'" selected>'+ device.label +'</option>';
}
else {
html += '<option value="'+device.deviceId+'">'+ device.label +'</option>';
}
div.innerHTML = html;
selector.appendChild(div.childNodes[0]);
console.log(device.kind + ": " + device.label +
" id = " + device.deviceId);
});
})
.catch(function(err) {
console.log(err.name + ": " + err.message);
});
selector.addEventListener("change", function(){
console.log(selector.value); // Works as supposed : returns the ID of the selected device
});
Then, as I'm using Three.js in this app, I'm binding this ID to Jerome Etienne three extension WebcamGrabbing (https://github.com/jeromeetienne/threex.webar):
var videoGrabbing = new THREEx.WebcamGrabbing(selector.value);
Then I had to modify THREEx.WebcamGrabbing class this way (I removed the irrelevant parts):
THREEx.WebcamGrabbing = function(sourceDeviceId){
...
console.log('webcamgrabbing : ', sourceDeviceId); // returns the expected ID
var constraints = {
video: {
optional: [{
sourceId: sourceDeviceId
}]
}
}
// try to get user media
navigator.getUserMedia( constraints, function(stream){
domElement.src = URL.createObjectURL(stream);
}, function(error) {
console.error("Cant getUserMedia()! due to ", error);
});
...
}
But still, Chrome on Android is still giving me the stream of the face camera, whatever device I select...
What do I miss?
EDIT : Based on this topic (GetUserMedia - facingmode), I came up with some logs to see what's happening here :
var constraints = {
audio: false,
video: { facingMode: { exact: "environment" } }
}
console.log('Try to get stream with constraints:', constraints);
navigator.getUserMedia( constraints, function(stream){
var videoTracks = stream.getVideoTracks();
console.log('Got stream with constraints:', constraints); // Ok
console.log('Using video device: ' + videoTracks[0].label); // > Using video device: camera 0, facing back
for(var i = 0; i < videoTracks.length; i++){
console.log('Found video device with contraints : ', videoTracks[i].label); // Found video device with contraints : camera 0, facing back
}
domElement.src = URL.createObjectURL(stream);
}, function(error) {
console.error("Cant getUserMedia()! due to ", error);
});
An alternative way to select the back camera on chrome is to use the enumerateDevices method.
First get all the video input id's:
navigator.mediaDevices.enumerateDevices().then(function(devices) {
devices.forEach(function(device) {
if(device.kind=="videoinput"){
//If device is a video input add to array.
}
});
Then the first element of the array will contain the id of the front camera, the second element will contain the id of the back camera.
Finally put the id of the camera that you want to use
navigator.getUserMedia({audio: false, video: { sourceId: VideoId } }, successCallback, errorCallback);
I'm making an app capable of take photos and upload them to a server. The phone will save the id generated.
I made a class abstractApp that creates an App object with a couple of helpers and variables. I'm using Framework7.
var App;
document.addEventListener("deviceready", function() {
App = new abstractApp();
var i;
App.f7Ref = new Framework7({init: false});
for (i = 0; i < App.constants.views.length; i++)
{
if (i==0)
App.mainView = App.f7Ref.addView (
App.constants.views[i].selector,
App.constants.views[i].settings );
else
App.f7Ref.addView (
App.constants.views[i].selector,
App.constants.views[i].settings );
}
// Checks if there exists register of remote photos
if ( App.local.get('remotephotos', false) == null || App.local.get('remotephotos', false) == '' )
{
App.remotephotos = [];
App.local.set('remotephotos', []);
}
else
{
App.remotephotos = App.local.get('remotephotos');
}
// Checks if there exists register of local photos
if ( App.local.get('localphotos', false) == null || App.local.get('localphotos', false) == '' )
{
App.localphotos = [];
App.local.set('localphotos', []);
}
else
{
App.localphotos = App.local.get('localphotos');
}
for (i = 0; i < appControllers.length; i++)
{
appControllers[i].apply(App);
}
console.log(App);
}, false);
In appControllers I'm saving functions related to each page (so it is a bit more organized). With only index and new-photo controllers I have no problem, I can attach events to elements and navigate between views. The problem is calling the camera object.
window.appControllers.push(function()
{
var $$ = Dom7;
var Ref = this.f7Ref;
var server = new serverInterface();
var photos = this.remotephotos;
var App = this;
Ref.onPageInit('new', function (page) {
Ref.alert('entra', 'entra');
$$('.capture').on('click', function () {
Ref.alert('Click', 'Click detected');
navigator.camera.getPicture(onSuccess, onFail,
{
quality: 20,
destinationType: destinationType.FILE_URI
});
function onSuccess(imageURI) {
Ref.alert('Photo captured.', 'Bien');
}
function onFail(message) {
Ref.alert('There was a problem.', 'Ups');
}
});
});
});
So, I enter the new page and I click the button with cass capture and the alert (click detected) appears, but it doesn't show the camera to take the photo.
I'm using Phonegap Build and an android phone, do you have any idea of what's happening?
Thank you very much in advance
The problem wasn't the javascript code I quoted.
I was loading the camera plugin in the config.xml like this
<gap:plugin name="org.apache.cordova.camera" />
But it should be loaded this way:
<plugin name="cordova-plugin-camera" />
If the plugin is not loaded correctly, in Phonegap Build appears: version n/a installed. In this case, when it is correctly loaded, appears: version 2.1.0 installed.
More information about this thread can be found here: http://phonegap.com/blog/2015/11/19/config_xml_changes_part_two/
Hope it helps someone else too
Regards
i have problem to sync local image folder to server, i using titanium. When i run my program using android emulator, it works well. But when i try to run it using actual device, the program can not find the image file.
Below is my code. Please help.
$.btnfiles.addEventListener('click',function(e)
{
var dirTest = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory);
var dirList = dirTest.getDirectoryListing();
Titanium.API.info('Start loop for files length:' + dirList.length);
for ( i = 0; i < dirList.length; ++i){
var f = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory, dirList[i]);
var data_to_send = {
"file": f.read(), "name1":Titanium.Filesystem.applicationDataDirectory
};
xhr = Titanium.Network.createHTTPClient({
// function called when an error occurs, including a timeout
onerror : function(e) {
//Ti.API.debug(e.error);
alert('error');
},
timeout : 5000 // in milliseconds
});
xhr.setRequestHeader("enctype", "multipart/form-data");
xhr.open("POST","upload.php");
xhr.send(data_to_send);
Titanium.API.info('Namef: ' + dirList[i]);
Titanium.API.info('Name: ' + i);
var file = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory,dirList[i]);
if (file.exists()) { file.deleteFile(); }
}
});
I'm working on a simple Alloy app. I have a view I want to move back and forth horizontally (thus to move and then return to its original position).
I wrote this function
function move(view) {
var origin = view.getCenter();
console.log("origin ", origin);
console.log("rect ", view.getRect());
var forth = Titanium.UI.createAnimation();
forth.duration = 700;
forth.center = {
x: 0
};
forth.addEventListener('complete', function() {
view.animate(back);
});
var back = Titanium.UI.createAnimation();
back.duration = 300;
back.center = {
x: origin.x
};
back.addEventListener('complete', function() {
alert('completed');
});
view.animate(forth);
}
I you run it, it crashes at x: origin.x because origin is undefined. Moreover, both view.center and view.rect are undefined, thus it's impossible for me to store the original position.
Any help?
Thanks
PS: Code has been tested on iOS simulator, although is meant to be Android and iOS compatible.
Why dont you just animate the left position and work with the view.getRect() ?
var origin = view.getRect();
//console.log("origin ", origin);
console.log("rect ", view.getRect());
var forth = Titanium.UI.createAnimation();
forth.duration = 5000;
forth.left = 0;
forth.addEventListener('complete', function() {
view.animate(back);
});
var back = Titanium.UI.createAnimation();
back.duration = 5000;
back.left = origin.x;
back.addEventListener('complete', function() {
alert('completed');
});
view.animate(forth);
I am trying to generate a PDF using the jsPDF library (https://github.com/MrRio/jsPDF) from within a mobile Cordova app. I am currently testing the app on an Android 4.0.4 device but it also needs to run on Windows mobile 8. The text in the PDF document is shown correctly however any images are scrambled. See image below
I did find this page (https://coderwall.com/p/nc8hia) that seemed to indicate there is a problem with jsPDF displaying images in Cordova (see comments) but the author never posted the follow-up. Has anyone been able to use jsPDF with Cordova and properly add images to the generated PDF? My code is below, any assistance or advice would be greatly appreciated.
function demoReceipt() {
var img = new Image();
img.onError = function() {
alert('Cannot load image: "' + url + '"');
};
img.onload = function() {
createPdf2(img);
};
img.src = 'img/testlogo.png';
}
function createPdf2(myLogo) {
// var doc = new jsPDF('p', 'pt', 'jontype');
var doc = new jsPDF('p', 'pt', 'letter');
doc.setProperties({
title : 'Fueling Receipt',
author : 'Jon Hoffman',
creater : 'Jon Hoffman'
});
doc.addImage(myLogo, 'PNG', 5, 5, 140, 30);
doc.setFontSize(12);
doc.text(10, 40, 'Sample PDF receipt');
doc.setFontSize(8);
doc.text(10, 45, 'Smaller text - new');
var pdfOutput = doc.output();
//NEXT SAVE IT TO THE DEVICE'S LOCAL FILE SYSTEM
//Requires cordova plugin add org.apache.cordova.file
console.log("file system...");
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSystem) {
console.log(fileSystem.name);
console.log(fileSystem.root.name);
console.log(fileSystem.root.fullPath);
fileSystem.root.getDirectory("myPDFs", {
create : true,
exclusive : false
}, function(dir) {
fileSystem.root.getFile("myPDFs/test.pdf", {
create : true
}, function(entry) {
var fileEntry = entry;
console.log(entry);
entry.createWriter(function(writer) {
writer.onwrite = function(evt) {
console.log("write success");
};
console.log("writing to file");
writer.write(pdfOutput);
}, function(error) {
console.log(error);
});
}, function(error) {
console.log(error);
});
}, function(error) {
});
}, function(event) {
console.log(evt.target.error.code);
});
}
I solved the issue with help from this blog post: https://coderwall.com/p/nc8hia. There does seems to be significant differences between the 0.90 version used in that post and the version that I am using from https://github.com/MrRio/jsPDF however the solution is pretty much the same.
First off, in the version from MyRio, you can get the PDF generation working without fixing the Blob issue noted in Igor’s post. All you need is to generate the PDF output by calling “doc.ouput()” and then save it using the Cordova filesystem plugin. So I thought I did not have to create the Blob (this is where I was wrong).
Igor (from the coderwall post) responded back to my question with some additional code but when I searched the jspdf.js file from MyRio version, I saw that the code (more compact version) was already in the code on lines 734 – 738:
var data = buildDocument(), len = data.length,
ab = new ArrayBuffer(len), u8 = new Uint8Array(ab);
while(len--) u8[len] = data.charCodeAt(len);
return new Blob([ab], { type : "application/pdf" });
But I also notice that the blob creation code that Igor fixed in his initial post was at the end of this block of code. So I commented out the “return new Blob([ab], { type : “application/pdf”});” line and put in the following code from Igor’s post with minor variable name changes:
try
{
var blob = new Blob([ab], {type: "application/pdf"});
console.debug("case 1");
return blob;
}
catch (e)
{
window.BlobBuilder = window.BlobBuilder ||
window.WebKitBlobBuilder ||
window.MozBlobBuilder ||
window.MSBlobBuilder;
if (e.name == 'TypeError' && window.BlobBuilder)
{
var bb = new BlobBuilder();
bb.append(ab);
console.debug("case 2");
return bb.getBlob("application/pdf");
}
else if (e.name == "InvalidStateError")
{
// InvalidStateError (tested on FF13 WinXP)
console.debug("case 3");
return new Blob([ab], {type: "application/pdf"});
}
else
{
// We're screwed, blob constructor unsupported entirely
console.debug("Errore");
}
}
Then when I generate that pdfOutput, in my code, I changed
var pdfOutput = doc.output();
to
var pdfOutput = doc.output(“blob”);
and it worked.
I hope this post is able to help out others experiencing the same issues.