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2019-05-05
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It seems to help, thank you. The error went away, haven't checked if it is behaving correctly.
@thheller hey Thomas, just want to say thanks for the ncc tip - it’s a life saver and would have been a tough tool for me to find independently
@thheller The solution I was so happy about yesterday is working on iOS, but not on Android; I’m getting “failed to load” errors for every line SHADOW_ENV.evalLoad("shadow.animate.js", true , "goog.provide [...]
(from the file compiled with :devtools {:loader-mode :eval}
). I’m not sure how to get more details about this error, I have gotten this by changing console.log
to add its argument to document.body.innerHTML
… Does this ring any bells? Any hints?
path
is the first parameter to evalLoad
; e
is empty… (`JSON.stringify(arguments)` yields {"0":"failed to load","1":"audio.engine.js","2":{}}
)
try {
goog.globalEval(code);
} catch (e) {
console.warn("failed to load", path, e);
}
message: “goog.provide is not a function”. This function is in fact in the javascript string, I checked…
Earlier I noticed another difference between iOS and Android webview. Not sure if related. When I declare functions and inject them into the webview (using injectedJavaScript
), I could not call them directly on Android. As a work-around I assigned them to the document (e.g. document.play = play
) and then called document.play()
, that worked…
In other words: maybe something about the scope where these functions are declared in or something?
hmm thats odd. appears like the global scope is different from the scope that loaded the initial file
I see a couple of invocations (inside if (!COMPILED && goog.defineClass.SEAL_CLASS_INSTANCES)
. I’ll tinker a bit with it.
I gotta do some family stuff, can’t delay anymore 😕 I’ll try later.
try {
goog.globalEval(code);
} catch (e) {
console.warn("failed to load", path, e);
}