after working on an app for quite a while all that's left now is improving startup timings - and the given solution for that is Webpack.
Using npm run start-android-bundle produces an app that works as intended (with some minor problems with firebase).
But using npm run start-ios-bundle produces an app that starts with the splash screen and then only shows white. Unlike other problems here on StackOverflow it doesn't just need a few seconds on the white screen but the starting component never shows up, without throwing an error.
Has anyone encountered the same problem or has an idea how to fix this problem?
Many thanks to Nick Iliev for looking into the matter. The problem was in the Firebase-plugin and has been addressed here: https://github.com/EddyVerbruggen/nativescript-plugin-firebase/issues/564.
Updating nativescript-plugin-firebase should fix the problem
Related
My old iPad (ios9.3) refuses to load any reveal.js slides. It only shows the "Fork me on Github" image on the top corner. I suppose it will be that ios 9.3 does not support some new features of html5+js+css (I am not a developer, my skills are quite limited, so please excuse me if I say something stupid).
I am very interested in using it on an iPad due to the chalkboard plugin.
Any of you know what can be causing the trouble? Could I disable any of these features/files and make it work?
Thank you.
aimar
During all this weekend I was trying to figure out a solution. Finally, I manage to debug iOS safari from my windows laptop following this procedure and found that an "Unexpected identifier" was impeding "chalkboard" plugin to load.
A variable was defined with "let" command that, as I learnt, was not recognized by safari 9. I changed 4 "let"s with 4 "var"s commands in "plugin.js" (chalkboard plugin) and now it works in my old iPad, even with reveal v4.
Now I have another issue with the menus (menu plugin) not showing properly, but I will try also to fix it.
React native application is working absolutely fine in debug mode but running in release mode image are not visible. I am using react-native#0.62.2.
I tried some solution from react-native iOS app not showing static assets (images) after deploying
but still not working.
I get this in xcode console
EDIT:
Found out that the error is because of a package "react-native-webview-quilljs". Installing it doesn't create problem but when importing it. After import app will run but editor will not render as well as all the images are not rendering.
This thread solved the issue for me: https://github.com/facebook/react-native/issues/29279#issuecomment-658244428
You can find that file in your node_modules folder. It seems like there was an issue with the Image module and they didn't fix it until the most recent version of React Native at the time of posting. Hope it works for you. Maybe someone who understands it more can elaborate on why exactly it solves the issue.
In the past I've got previous versions of the playgrounds to work. However I can't get the new 2 day old version (4.5.0) from GitHub to work.
I downloaded the zip file from https://audiokit.io/downloads/ page.
I expanded the zip.
I launched Xcode by clicking on the AudioKitPlaygrounds.xcodeproj file.
I go to the Hello World tutorial.
I click on run button and it builds successful.
No errors, nothing in console, no yellow or red build or runtime errors - but no sound. Also no sound in the handful of other playgrounds I spot tested.
I search on the internet - and found an answer saying to add this setting, but it had no effect.
AKSettings.playbackWhileMuted = true
The volume is definitely on. I have got the ROMPlayer working as a separate project using cocoa pods. But not the playgrounds. Any help much appreciated. Thanks Domc
I've resolved partly the issue - although not clear to me why this works - answer posted in case it's helpful for others.
Having tried downloading various versions, none of which worked, I tried to build many times. I noticed it seemed to be getting stuck on "Running ...." with spinning dial at top.
Researching this led me to a post re another playground with similar problem that said to untick and tick the links to the frameworks on the individual frameworks pages which I did.
A few minutes later I tried running again and I got sound! However if I select the table of contents the whole program crashes x-code and on reload you have to 'reconnect' the frameworks by ticking and unticking. [Probably this shouldn't be happening]
iOS 10 it's still in beta, but it will be released on Tuesday the 13th.
I install the beta on my iPad and I notice that the tap is not working very well. (single tap not working, you have to tap several times to simulate a single tap (or click a button, change page and so on)
I am currently running ios 10.0.1 (updated last night) and i'm still facing this issue.
Is anybody facing the same problem?
I can see this behaviour only on my app, other apps are working fine.
The setup is:
ionic 1.3.1
cordova 6.3.1
Is there anything changed on iOS 10 events that I need to bare in mind? sorry for the vague question, but it's something I need to fix before they release it officially or I will have a lot of angry customers.
Thank you !!!
SMALL UPDATE
Replacing ng-click with on-tap should solve part of this issue. You will still have problems with ui-sref and with any other place that doesn't use ng-click tho.
I've posted this issue in a bunch of different places, if you wanna keep track of it, they are here:
https://github.com/driftyco/ionic/issues/6928#issuecomment-253463917
https://forum.ionicframework.com/t/ionic-tap-issues-with-ios10/66764
Use (tap) directive instead of (click) directive.
Angular 2:
Ionic provides you with hammerjs under the hood, if you use the (tap) directive angular 2 will do all the wiring to connect that directive with hammerjs and that removes the 300ms delay.
Good luck.
Example:
<my-component (tap)="doSomething()"></my-component>
Angular 1.x:
Try with http://ryanmullins.github.io/angular-hammer/
Is the recommended repository from the guys of hammerjs for Angular 1.x
Example:
<div hm-tap="doSomething"></div>
i found one solution on website. but i don't use ng-material in my app.
did you try this????
.config(function( $mdGestureProvider ) {
$mdGestureProvider.skipClickHijack();
})
FIXED!
I finally fixed this. I don't know if this will be useful for you tho. The issue was one plugin I bought from ionic market, and to be precise it was this one:
https://market.ionic.io/plugins/ion-time-picker
I already sent an email to the developer, but if you are using this plugin, it may be the cause of ios10 not working.
We've run into a strange problem when using Unity3D and iOS8. After about 1 minute there is a large (sometime a bit smaller) hiccup and we can't figure out why. Garbage collection?
We spent a few days trying to find out what the problem was and then created a minimalistic demo project where the exact same problem occurs.
The hiccup does not appear on iOS 7 or lower devices, not on Android and not in the editor. Only iOS8. We've tried build both with the latest release of Unity and the latest 4.6 beta.
Does anyone have a suggestion on how to fix this? Is it a bug in Unity3D?
Demo project:
Click the "Black bar" in the first scene to get to scene two where the problem occurs.
Look closely at the casinos. After about 1 minute you will see that they stop for a moment and then jump forward. As if a few frames were missed.
The problem does not seem to appear if we go straight to "scenetwo" from launch.
https://github.com/dale/demoproject-hiccup
EDIT 2014-10-20:
Unity has now responded with this. "We got other reports on this issue. It seems to be caused by new "feature" of iOS8, where is watchdog is generating exception report if your app is shuffling threads too often. We are looking into ways how to mitigate/avoid these reports."
Unity has now responded with this.
"We got other reports on this issue. It seems to be caused by new "feature" of iOS8, where is watchdog is generating exception report if your app is shuffling threads too often. We are looking into ways how to mitigate/avoid these reports."