Summary:
The CameraRoll-related APIs were mixed in with the Image classes due to legacy coupling issues. Now that the APIs have been decoupled, it makes more sense for the CameraRoll classes to live in a separate library.
This will be a breaking change for apps using the CameraRoll or related APIs. Fix is to add the RCTCameraRoll lib to your project.
Summary:
There was some recent changes to the Makefile, but the open source
build phase script wasn't update. Update it to copy the files to
the right location.
Summary:
1. When the server starts up, it only gives itself 30 second to live before receiving any connections/jobs
2. There is a startup cost with starting the server and handshaking
3. The server dies before the client has a chance to connect to it
Solution:
1. While the server should die pretty fast after it's done it's work, we should have a longer timeout for starting it
2. I also added accompanying server logs with client connection errors
This new README talks more about the react-native project, repository, and contribution process (the old one was more focused on technical details). @brentvatne and I want people to get help and file issues & PRs more effectively. Here's a first draft that we believe helps with that.
Summary:
We don't currently support platform extensions in asset modules.
This adds supports for it:
```
require('./a.png');
```
Will require 'a.ios.png' if it exists and 'a.png' if it doesn't.
Summary:
GIF images are currently loaded as a CAKeyframeAnimation, however returning this animation directly from RCTImageLoader was dangerous, as any code that expected a UIImage would crash.
This diff changes RCTGIFImageLoader to return a UIImage of the first frame, with the keyframe animation attached as an associated object. This way, code that is not expecting an animation will still work correctly.
Summary:
I'd like this ability as this has a tendency to get in the way of some of the more complex UI pieces I have. Disabling RCT_DEV entirely is too much for me.
Closes https://github.com/facebook/react-native/pull/2451
Github Author: Tj <tfallon@mail.depaul.edu>
Summary:
Previously the bridge sometimes never fired RCTJavaScriptDidLoadNotification or RCTJavaScriptDidFailToLoadNotification if there was an error (for example, if the source code loaded but we couldn't inject the JSON config). This diff moves the error handling into a method called `stopLoadingWithError` that the bridge can call whenever there is an error.
Also if the script failed to load, the BatchedBridge still called `executeSourceCode`. With this diff the `_loading` flag is set to NO when the script fails to load, and `executeSourceCode` returns immediately when `_loading` is false. This way the bridge does not try to execute JS when there is a loading error.
Closes https://github.com/facebook/react-native/pull/2520
Github Author: James Ide <ide@jameside.com>
Summary:
Saw an issue with a build because of an ENONT error: https://fb.facebook.com/groups/716936458354972/permalink/923628747685741/
My hypothesis:
1. We issue a ping to the socket (in SocketInterface/index.js) a decides if the available socket is alive
2. We see that it's alive but by the time we actually connect to it the server would've died
Solution:
1. The server shouldn't die as long as there are clients connected to it (currently it only stay alive as long as there are jobs)
2. The "ping" should only disconnect once the client is connected
3. Finally, have a better error message than ENOENT