Magic Leap Menu UI disappear - spatial

Im using Magic Leap One: Creator Edition almost everyday for Unity Development, but I stumbled across the following issue:
Magic Leap does not show anything (Menu and icons) when I start magic Leap device. I see the starting screen with and astronaut flying with text TAP TO START. I click, as usual, and it takes around 30-45 seconds to load and everything disappears (No UI/UX of Menu with app icons). Sometimes I get pop up message Scan Area and when I scan it popups with Area Recognized and still nothing happens after scanning. Even after closing all applications and restarting the device, the same issue arises.
What could be the cause? What can I do?

I found the mistake I made. I changed the models for Icon and Portal with unsupported high polygon models from asset store. If you want to avoid this trouble, follow guidelines for icon and portal asset development.

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iOS Core Data sometimes is delayed in loading

I have an app that's been available in the app store for a few years that uses Core Data. When the app is launched, the user is taken to the app's home screen where a few buttons are shown. Clicking any of the buttons takes the user to another screen that shows data that is loaded from Core Data in a UITableView (each button takes the user to different data). This is basic functionality that's been working in my app just fine the entire time the app's been available.
At some point last year, I noticed that at random times, the data saved in the app sometimes wouldn't load right away. The first time this happened, I clicked one of the buttons and was taken to a blank screen. I went back to the home screen and tried other buttons, and each screen was blank, so I thought all of my data had been wiped somehow. I proceeded to head back to the home screen and just sat there thinking for about 15 seconds, then I clicked one of the buttons again, but this time the data appeared. All of the other screens had data now as well.
I haven't updated the app in quite a while, so my code is unchanged. I don't recall there being a new iOS release around the time I started observing the issue, but it's possible.
This has happened a few more times since I first discovered it (3 or 4 times total over the last 6 months), but there seems to be no pattern at all. Once the data finally loads during these situations, it always loads right away from that point forward. This has made it impossible for me to debug it, because I can't force this situation to happen (99% of the time the data loads immediately).
Has anyone encountered this before, or have any recommendations on how to proceed? I've witnessed this on the Simulator and once on an actual device.
Random delays in updating your UI are a classic sign of attempting to update the UI from outside the main queue. It'll work, usually, but it may be delayed, and the delays won't be consistent. Make sure that when you try to update the UI, you're on the main queue. Use DispatchQueue.main.async() if necessary.
Assuming that you're using Xcode 9, make sure the main thread checker is turned on. That'll help you find this kind of problem when you're running the app from Xcode. Go to the target pop-up at the top of Xcode's window and select "Edit scheme...". In the "Run" section of the window, go to "Diagnostics" and make sure "Main Thread Checker" is turned on.

Launch Screen takes too long to disappear

I just started learning Swift. It's been only a month, and I can assure you that I'm not doing anything fancy. Yet, the launch screen on the simulator is taking a long time to disappear before the app starts. It stays on for at least 5 seconds, and it takes another 2.5 seconds to slowly fade away. And as it fades out, the first view of the app slowly fades in. It was working fine (took only a fraction of a second) until a couple of days ago when this started happening suddenly while I was working on a sample app. Here are things I've confirmed:
During the initial 5 seconds, the app won't accept any user interaction. But during the 2.5 seconds of fading, it responds to touches.
This is a systematic problem because ALL sample code shows the same problem.
Even a new project, without any modifications, shows the same problem. I tried both "Game" and "Single View Application". After the name of the project is displayed as a launch screen, it takes about 8 seconds for the "Hello World" to appear completely. (When "Game" is selected.)
Restarting Xcode and rebooting the Mac do not help.
Updating to Xcode (6.4) does not help. My Xcode was 6.3.x (I believe it was 6.3.2 before the update).
Reinstalling a new copy does not help. I deleted the newly updated 6.4, and re-installed a new copy of 6.4.
The only similar incident I could find was this link, which did not provide the answer.
I was working on a simple practice program. It ran successfully just like it did numerous times before. Then, I made some minor changes to the code (nothing fancy --- just some trivial changes.) And the next time I pressed the RUN button, I noticed that the launch screen took a considerably longer to disappear. After that, it just won't go back to the way it was.
Could someone please advise the cause of the problem and the solution? Thank you very much.
You may have Slow Animations turned on. Go to the simulation and check under Debug:

jQM + WL on Android - High CPU in landscape

The current version of my app, running on Android 4.0.4 on an ancient Galaxy Tab has an odd issue when it's running in landscape orientation. I have the CPU usage developer option turned on, and I can see that a single core is being fully utilised when the app is sitting idle, even at it's login screen.
I'm using jQM 1.4.4, WL 6.2.0.01-20141027-1531.
When it's clear that CPU usage idling high for my app, I change to portrait and the CPU usage completely goes away, and the app is responsive again.
Step (CPU usage after a few seconds)
Login Screen (high)
Tap in text field, keyboard appears (none)
Hide keyboard (none)
Switch to portrait (none)
Switch to landscape (high)
On top of that, when I switch from Portrait to Landscape, the view doesn't redraw under the new aspect. The view is constrained to an area (square-ish) as wide as the screen is tall (or wide in portrait). The fixed header disappears but the view is interactive. To fix this, you can tap into a text field which brings up a keyboard. The view updates to fill the screen, and CPU usage is down again.
Other thing to note is that this issue did not exist in the previous version of the app. I've reviewed all changes between the versions and nothing stands out to me that should cause an issue like this.
Suspects:
the page or pagecontainer, popup or fixed header is doing a lot of work that usually should only occur on window resize (no direct changes to the logic here);
the CSS, in particular some responsive queries (there's a breakpoint between landscape and portrait) (no responsive CSS changes)
Other info:
Not a single problem was reported with Samsung Tab 3 running 4.2.2 or a Nexus 7 on 4.4.4 with this version
Tried using weinre to profile this issue except it loses connection soon after opening the app (again, previous version it was fine)
Minor differences between two identical target devices (Samsung Galaxy Tab 10.1): one tablet always performs fares better
I'm about to roll back to the older codebase and iteratively add code back in to see where the issue comes in.
Thanks for reading. Any pointers or suggestions are obviously greatly appreciated.
Update 1
I profiled from within Eclipse (turns out the Timeline inspector tab is pretty useless in weinre).
https://www.dropbox.com/s/ke0a9c2z9krhucu/highThreadUsage.PNG
Doesn't mean much to me. I suspect all that profile really says is 'the webview is doing all the work'.
I've created a new Hybrid app in the same project, and copied everything into it. I'm going to start stripping out chunks of code/functionality to see resolves the issues first.
This is a preliminary answer. I'm still doing the legwork and trying to see what exactly is happening in this situation.
The culprit appears to be a specific panel. A panel I haven't even touched in weeks. The only thing that I can even think of is that I changed the padding-top on .ui-tabs-panel from 1em to 0.5em...
There are two panels that are immediately init'd on app load. The one that slides from the right is the culprit: if I remove the init call and the HTML for it, the app is fine. Putting it all back, and prematurely opening the panel via weinre resolves the issue. Next step, is changing that padding-top back to 1em.
Problem doesn't show up. I repeat this several times over: make a build with 0.5em padding, and another with 1em. Repeat. The 0.5em build always has the issue, the other does not.
I'm going to chalk this up to the most coincidental (read: unlucky) bug, ever.
I'm planning on hardcoding the panel contents to display:none and showing them when the panel is opened. See if that works.

Simple Javascript Sprite Animation - line flicker, but only on iOS devices

There is a problem with the sprite animation on the homepage of one of my clients, but it only appears when the site is viewed on an iOS device, namely an iPhone or iPad. I can't replicate the problem on any other device or emulator, so I'm having an issue troubleshooting it (don't own an iPhone or iPad). The problem is: what looks to be a 1px line is appearing on the right edge of the animation frame pretty much all the time, and a similar line flickers occasionally at the top of the frame as the animation runs. The animation itself is a simple javascript sprite sheet animation. I'm operating under the assumption that I have the sprite animation programmed correctly since it appears correctly on every other device, platform and browser I've checked. It even works in IE.
Two questions:
What would cause a simple sprite animation to display differently when rendered by iOS?
As a small business consultant, I don't have the time and my clients don't have the budget for me to physically test on every single device, so I have to rely on emulators. What other options do I have if the emulators don't properly demonstrate what the device will display?
I'm not entirely sure of the protocol regarding posting a link to my client's production website, but happy to send a link to anyone willing to help that responds and/or messages me.
welcome to SO.
I spend a lot of time working specifically with iOS on the web and have run into similar situations. Without tweaking an example you post I won't be able to prove it exactly, but this should at least give you direction.
Flickering or semi opaque lines are often caused by the scaling set to the asset. In the world of high DPI displays and fluid layouts, there are differences in rounding that result in fine lines, shimmers, et al. Is there any scaling set on the assets, e.g. background-size, downsampling?
The emulators are displaying the software correctly - these issues are a result of hardware. Best thing you can do is buy a flagship for all of the platforms you test on, or look into local resources like Clearleft's Device Testing Lab

Crashes after brought back from background

I have an app pretty much completed at this point.. there's alot of animation methods being used and it's based on a storyboard using ARC. At the finish point it now seems that a user will crash occasionally when the app is brought back from the background (the tablet locks) and app is still lives but is brought back to foreground. When you click a button.. boom.
Any general advice to deal with a problem like this.. Just a general path to take to debug such a problem. I started by making sure all objected are nil'd on memory warning etc.. hard with ARC because.. well who knows what's going on.
Any general direction would be appreciated.
Have you added the generic breakpoint to break "On Throw"? This will stop the app as soon as the exception is raised, rather than after it traverses the entire stack (uncaught). Very useful. Brief instructions:
Go to Breakpoint tab in XCode (6th from left in the left side pane).
Click + button in bottom left
Choose Add Exception Breakpoint
Keep the defaults by pressing done
I developed for 5 months before I learned about this basic function in the Debugger (Sept 30, 2011) video from iPad and iPhone Application Development course from Stanford in iTunes U (free).
Enjoy,
Damien
ARC is definitely your friend - stick with it and your life will be much easier. First things first: Run your application under instruments (simulator is fine to start) for "Zombies". Hunt down any red "leaks" detected until none are left.

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