I have a completely new problem with the new linking method from the new update... if you have something a little bit more complicated than a "hello world" HTML the app will crash on you like 1986 challenger space rocket...what the heck is going on?
In the example i have 2 buttons ... in one i load a "hello world html - > hello2.HTML "...that loads fine, but when i load my "second HTML -> index.HTML" it will try to load the html and the js, but it will 100% froze on you like Dicaprio on TITANIC and crash... while loading a 3kb HTML.
Since some of you are talking about emulators and companion in WEBVIEWER UPDATE 1 i opened a new topic to talk about this nasty crash.
Its the javascript thats causing the problem, but i dont know why, if i take out the (.JS file) it wont crash, but if i have the javascript file in the asset folder and load the html it crashes all the time...
I use the webviewer to load all my content, i load index.html and from there i navigate and open other htmls and javascript files ... I do apps that way, i dont use extensions.
If the MIT team can look into it i would be great, the only thing i can do is tell you guys about this, until it is resolved i guess i have to keep using the old method ...file:///android_asset/index.html
Hello guys, im back here again, look... here is my new .JS file, take a look at the project please... if you guys think this is complicated i dont know what to think...
in index.js we have -->
function msg(){
alert("Hello world");
}
and in the index.html we have --> 240 bytes...the structure of HTML.
and it crashes the app 100% with the new linking method from the update, common guys...
its the same problem, if it loads just a single byte of javascript it crashes.
This worked fine on my Android 10 device. After some further experimentation it does seem that some versions of Android lack the appropriate file name mapping for MIME types, such that they don't recognize a .js file as application/javascript. This results in a null pointer exception in our code when it happens. I've submitted a patch for review to fix it.