titanium iOS application sometimes show alert "App May Slow Down Your iPhone.." - ios

I create some business application on Appcelerator Studio(sdk version:6.1.0.v20161230103702).
It run iOS simulator(iPhone 7(OS 10.2)),
so sometimes popup "App May Slow Down Your iPhone.." alert.
I wanna prevent this alert.
would appreciate any comments or suggestions.

You might want to take a look at this SO Q&A, this other Q&A, and this third one. There could be something there that you could adapt to Appcelerator Studio.

This alert is supposedly shown for apps developed for the 32 bit architecture.
read here
I wonder though how the ti sdk 6.1.0 would get you this issue.
what Xcode are using ?
Update :
Where did you get that sdk version ?
For production, use one of the GA titanium sdk versions, the latest one (as of the moment of writing this) is at 6.0.2.GA
To install Ti SDKs use this command
appc ti install sdk 6.0.2.GA
If you don't have an appcelerator indie account, you can use this node package tisdk to install new titanium sdk GA releases.

You might be using the latest SDK with the compatible XCode, but are you using any external modules which may not be 64-bit comptible. Can you remove any additional modules, and see if you are getting the error or not. If not, then you need to recompile the modules with the latest SDK or atleast a minimum of 3.5.0.GA from which the 64-bit support was provided.

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As Apple allowed IDE-like application in AppStore, there are some apps like Continuous, CppCode, Pythonista, even Apple's official Swift Playgrounds, letting users typing in source code, compiling and running them locally. I did a few tries but it seems system() call is still forbidden in the latest iOS SDK (version 11.2), and NSTask is also not available. So how does the above IDEs run the compiler and the compiled executable? And quick examples?

How to build a MonoTouch app with SDK version 4.x (not target earlier version with current sdk)

I have a legacy application distributed Ad-Hoc that runs on older iPod Touches (running iOS 3.1.3) with a custom connection to rather expensive 3rd party hardware. Unfortunately my annual renewal of the provisioning profile (which also involved rebuilding with the most recent version of XCode that will compile armv6 (4.5) and the corresponding SDK) seems to have broken the app.
I know that you can set the target platform earlier (and I've done that). But my problem seems to be specifically related to the SDK. The hardware these devices interface with is several hundred miles from me so testing is very difficult.
My first set of problems were related to deprecation of the TouchID APIs, but I've worked around that problem. Unforatunately, I still have crashes and they are proving very elusive to debug.
The simplest solution for me would be to just rebuild against the older SDK (4.x). Is this possible? To make matters worse my Mac is running 10.8.4--so there's a limit to how far back I can get XCode working on it.
I was able to get this to work by renaming my current version of XCode to something else, downloading and installing XCode 4.4 something from the developer site. Then I downloaded an earlier version yet and used the techniques described in this post:
Adding Older iOS SDKs to Xcode 4.1 in Lion
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Sanity-check for iOS API versions used within an application

I have an application where I am supporting a deployment target of 4.3 with a base SDK of 6.x.
I find myself having to weak link API methods and provide alternative workarounds for older runtime based on strategies found in the document "Using SDK-Based Development".
The problem I am facing is, occasionally and unintentionally, I would use a method that is available only in a newer SDK without realizing it and did not weak-link the method. This causes a crash for users running the app on an older version of the OS.
While I know the number of users having that old a runtime (iOS 4.3) is diminishing, I would like to know if there is a tool or a way for us to generate a report that would list APIs available in SDKs other than that of the deployment target, so that I may review the code to ensure proper weak-linking is performed, prior to shipping the product.
Off the top of my head, compiling the source to an older version of the SDK should throw errors, but then again, Apple's strategy has always been to ship new XCode without older SDKs.
I am not looking for a perfect solution. Any other workarounds would be helpful too.
If you don't mind paying, Deploymate can scan your project and identify API calls which may fail on older operating system versions. Works with Mac and iOS apps/projects.
Deploymate helps you identify unavailable, deprecated and obsolete API usage in your Xcode projects

Have 4.3 SDK only, want 3.x as well

I know this has been discussed before, but I didn't quote understand most of the answers. As you can tell from my other questions on here, I'm a complete newbie when it comes to app creation using XCode. I only have the SDK for iOS 4.3.
A friend of mine wants my app, but he only has an iPhone 3. He has not upgraded to iOS4. I don't see any reason my app couldn't run at a lower iOS version, it's pretty simple.
So what I'd like to know is how can I add previous SDKs to my XCode library? Do I just download a previous version of XCode w/ it's SDK and install that? Will that brick XCode? If so, what then? Is there anything I can do, I'd really like this to be written with 3.x and above in mind.
The most simple and more straight forward answers without jargon will be extremely appreciated!
Thank you!
if you have the iOS 4.3 SDK, you also can target any iOS version preceding it. In your Xcode project build settings, make sure your base SDK is set to the highest you have (in this case 4.3) but change your deployment target to whatever iOS version you want (try not to go lower than 3.0).
Make sure you test it though, to be sure that you are not using any features that are not present in the SDK version you are targeting.
Each download of the iOS contains each (most) of the previous versions. They're in installer bundles in a folder on the disk image. For example in the xcode_4.0.1_and_ios_sdk_4.3.dmg, (after you have installed the main package) open the Packages folder, install the iPhoneSDK3_2.pkg, and iPhoneSimulatorSDK3_2.pkg (if needed).

How to build Apple's GCC on Linux/Windows?

I don't have a Mac, but I have an iPhone. I want to develop applications for iPhone.
After some research I think I need just the headers and library from the free SDK, and a GCC build that supports ARM/Mach-O.
Apple released the code for GCC used in the iPhone SDK (they had to), So I think if I could build it on Windows or Linux, I can use it with the headers and libs from the SDK to develop iPhone apps.
I can then install the app on any Jailbroken iPhone.
How to build it on any non Apple machine?
Look into winchain - this tool builds the iphone chain on windows allowing you to compile iphone apps on windows:
http://code.google.com/p/winchain/wiki/HowToUse
-Adam
Check iOS Build Environment for Windows. From what I see it uses llvm compiler and is frequently updated. You can use it with your own editor or use a stand alone wizard to generate a Visual Studio project (works with both VC++ and VC++ express). The only disadvantage is that it has a demo version and requires donation for full version. However I expect you would be able to use the toolchain included in the demo without a problem.
I've downloaded the demo and played along with my own project and samples provided. It compiles just fine. Unfortunately I'm unable to test the results on my devices since none of them is currently jailbroken.

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