Closed DamianS1987 closed 8 years ago
@DamianS1987 Can you check the Eclipse or logcat for this log? console.log("Hello World!");
The success callback is not yet implemented. In fact, the load API is almost instant unless you load incredibly large JS files.
Hi, I have the same problem with iOS 8.1.1, I installed the plugin and build it successfully but I have errors when calling create or load function:
console.log(wizCanvas); ==> {name: "mainView", views: Object, throwError: function, create: function, remove: function, ...}
wizCanvas.create('mainView',{}, function(success){console.log('success',success);}, function(fail){console.log('fail', fail);}); ==> fail - null
wizCanvas.show('mainView',{}, function(success){console.log('success',success);}, function(fail){console.log('fail', fail);}); ==> TypeError: undefined is not an object (evaluating 'this.views[name].show')
Same error for wizCanvas.load(); ==> TypeError: undefined is not an object (evaluating 'this.views[name].load')
Do I missed something in the configuration ?
Hello,
Sorry but could you create an appropriate issue for your problem? When you do so, could you provide an example so that we can reproduce it?
I will close this issue because it should have been solved by #43.
Hi, I'm trying to load a file on the already created wizCanvas but nothing seems to happen as soon as I do so. I receive neither success nor fail callback. I installed the example given on samsung S4 (android 4.3) and Nexus 7 (android 4.4.2) but it doesn't seem to work either. It's the only method that doesn't work for me. I understand that it was suppose to increase the number of curves to 140. loadme.js: var maxCurves = 140;
Please, can you let me know how to use it? Do you have any other working examples?
Thank you in advance, Damian