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'No available types for source 1' when the app runs on my device(IPhone 6) swift


'No available types for source 1' when the app runs on my device(IPhone 6) swift

By : user2956619
Date : November 22 2020, 10:56 AM
To fix the issue you can do This all of a sudden,but when I run the following method it throws a 'No available types for source 1' Error, I've looked every where and people say its cuz its in a simulator well I'm running it on my iPhone 6. any clue why? , Probably the issue is with:
code :
picker.mediaTypes = NSArray(objects: kUTTypeVideo)
picker.mediaTypes = NSArray(objects: kUTTypeMovie)


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iphone app never runs on device

iphone app never runs on device


By : Saiprakash Raju
Date : March 29 2020, 07:55 AM
I hope this helps . iPhone 3G has armv6 architecture, check if that is supported with the build.
App runs in iPhone 4 size on iPhone 5 Simulator and Device

App runs in iPhone 4 size on iPhone 5 Simulator and Device


By : Dean77
Date : March 29 2020, 07:55 AM
it should still fix some issue You need to add a correctly sized (1136x640) splash screen image file, named "Default-568h@2x.png".
More info can be found in this related question.
iPhone Application runs on device connected, but unable to generate an IPA

iPhone Application runs on device connected, but unable to generate an IPA


By : Alan Jarvis
Date : March 29 2020, 07:55 AM
I hope this helps . I just got it resolved. In Build settings of the project--> Always search User paths Debug and Release modes, Both needed to be set to YES.
How to download base-64 source images in mobile device(Android,iPhone,Windows) and save into device phone memory

How to download base-64 source images in mobile device(Android,iPhone,Windows) and save into device phone memory


By : Zheng Li
Date : March 29 2020, 07:55 AM
I wish this help you I found my own question's answer.
You can download image in mobile device using cordova filetransfer.
code :
function download()
{
    var filepath = encodeURI("http://www.telerik.com/sfimages/default-source/logos/app_builder.png"),
    window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function (fileSystem) {
                fileSystem.root.getFile("sample.jpg", { create: true, exclusive: false }, function (fileEntry) {

                    // get the full path to the newly created file on the device
                    var localPath = fileEntry.fullPath;

                    // massage the path for android devices (not tested)
                    if (device.platform === "Android" && localPath.indexOf("file://") === 0) {
                        localPath = localPath.substring(7);
                    }

                    // download the remote file and save it
                    var remoteFile = filepath;
                    //loadingOverlay.displayLoading("Image will be save on your device.");

                    var fileTransfer = new FileTransfer();
                    fileTransfer.download(remoteFile, localPath, function (newFileEntry) {
                        // successful download, continue to the next image
                        var dwnldImagePath = newFileEntry.fullPath;
                        console.log('successful download');

                    },
                    function (error) { // error callback for #download
                        console.log('Error with #download method.', error);

                    });
                });
                function(error) { // error callback for #getFile
                    console.log('Error with #getFile method.', error);
                });

            })
}
why this code runs slow on device but fast on simulator in iphone

why this code runs slow on device but fast on simulator in iphone


By : Moustafa Hamdy
Date : March 29 2020, 07:55 AM
will help you The simulator is a simulator not an emulator. All the simulator really does is provide a window for running an iOS app. You'll notice that when you build for the simulator, the system architecture is set to i386. You're compiling for the Mac when you use the simulator. There's no memory restrictions, sandboxing etc. In fact, I think your app even shows up as it's own process.
That's why when you run it on the device, you get hammered. You just have to work on optimizing your code. The simulator is terrible. Just use your device for debugging, it'll save you the confusion. If you post your code, we might be able to help you speed it up.
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