Native Twitter for iOS6

I’m testing out native.showPopup(“twitter”) and it doesn’t seem to work for the ipod.

Does it also not work for the ipad w/ wifi only?

Seems like it should work for any iOS6 device. [import]uid: 201163 topic_id: 35060 reply_id: 335060[/import]

I would think it should work with any iOS device running iOS 5.0 or later. Can you verify that your twitter is setup correctly on the device (maybe go into your Camera Roll, tap on a photo, click the icon used to share and see if twitter is an option there (along with print, email, message, etc.)

[import]uid: 199310 topic_id: 35060 reply_id: 139417[/import]

It was setup correctly.

But it works now! Very strange.

I don’t know what changed in order for it to work. I’ve been testing with 996 for a few days and now 1006 and couldn’t even get the basic case to popup.

native.showPopup(“twitter”)

Will see if I can reproduce the case where it didn’t work.
[import]uid: 201163 topic_id: 35060 reply_id: 139428[/import]

It now stopped working again. Nothing changed. I’m beginning to suspect it has to do with the build process somehow. Not sure… but somehow. [import]uid: 201163 topic_id: 35060 reply_id: 139843[/import]

plug your device into your computer and run XCode’s organizer and look at the console log of the device and see if you’re getting any errors. [import]uid: 199310 topic_id: 35060 reply_id: 140000[/import]

I would think it should work with any iOS device running iOS 5.0 or later. Can you verify that your twitter is setup correctly on the device (maybe go into your Camera Roll, tap on a photo, click the icon used to share and see if twitter is an option there (along with print, email, message, etc.)

[import]uid: 199310 topic_id: 35060 reply_id: 139417[/import]

It was setup correctly.

But it works now! Very strange.

I don’t know what changed in order for it to work. I’ve been testing with 996 for a few days and now 1006 and couldn’t even get the basic case to popup.

native.showPopup(“twitter”)

Will see if I can reproduce the case where it didn’t work.
[import]uid: 201163 topic_id: 35060 reply_id: 139428[/import]

Yup. Found something.

<warning>: Lua Runtime Error: lua_pcall failed with status: 2, error message is: calling 'send' on bad self (udp{connected} expected, got userdata)

iPod Touch 5th gen 6.0.1
Corona build 2013.1008 [import]uid: 201163 topic_id: 35060 reply_id: 140438[/import]

Ok. Same build. I killed all the apps from the background, and it started working. *scratching head* [import]uid: 201163 topic_id: 35060 reply_id: 140446[/import]

It now stopped working again. Nothing changed. I’m beginning to suspect it has to do with the build process somehow. Not sure… but somehow. [import]uid: 201163 topic_id: 35060 reply_id: 139843[/import]

plug your device into your computer and run XCode’s organizer and look at the console log of the device and see if you’re getting any errors. [import]uid: 199310 topic_id: 35060 reply_id: 140000[/import]

Yup. Found something.

<warning>: Lua Runtime Error: lua_pcall failed with status: 2, error message is: calling 'send' on bad self (udp{connected} expected, got userdata)

iPod Touch 5th gen 6.0.1
Corona build 2013.1008 [import]uid: 201163 topic_id: 35060 reply_id: 140438[/import]

Ok. Same build. I killed all the apps from the background, and it started working. *scratching head* [import]uid: 201163 topic_id: 35060 reply_id: 140446[/import]

I’m getting this problem again. This time, I have 2 similar corona apps I’m building, installing and running

I can get one to run, if I delete the other out of the background and visa-versa…

Anyone have memory problems where you have to delete apps out of the background?

I think I’ve found the problem.

I’m using LUAGlider for my IDE and it inserts this line at the top of main.lua…

require “CiderDebugger”;

I’m not sure what exactly it’s doing, but it’s supposed to delete that line on build.

I tried to build straight from the Corona Simulator and not from LUAGlider, and I have successfully run both apps backgrounding each other and foregrounding.

PROBLEM : Apps freeze if you build (iOS) using LUAglider to launch the Corona Simulator

FIX : Delete the “CiderDebugger” line and launch/build with the Corona Simulator separately from LUAglider.

So this works too. Found in the Glider sub-forum…

When deploying to device from glider, use the hammer icon for build, rather than the ‘run’ or ‘debug’ buttons.

This will remove the require(“glider”) line from your main.cs, and allow the app to run on device.

-Ray

I’m getting this problem again. This time, I have 2 similar corona apps I’m building, installing and running

I can get one to run, if I delete the other out of the background and visa-versa…

Anyone have memory problems where you have to delete apps out of the background?

I think I’ve found the problem.

I’m using LUAGlider for my IDE and it inserts this line at the top of main.lua…

require “CiderDebugger”;

I’m not sure what exactly it’s doing, but it’s supposed to delete that line on build.

I tried to build straight from the Corona Simulator and not from LUAGlider, and I have successfully run both apps backgrounding each other and foregrounding.

PROBLEM : Apps freeze if you build (iOS) using LUAglider to launch the Corona Simulator

FIX : Delete the “CiderDebugger” line and launch/build with the Corona Simulator separately from LUAglider.

So this works too. Found in the Glider sub-forum…

When deploying to device from glider, use the hammer icon for build, rather than the ‘run’ or ‘debug’ buttons.

This will remove the require(“glider”) line from your main.cs, and allow the app to run on device.

-Ray