recently I finished my app with ionic2 and about to build, when I use ionic build --release --prod ,it can work well in ios but not in android.when I build android a package or just use ionic run android with product mode,I can run my app and get the main page.But wherever I click next,the screen will go white like get a white mask and every thing hardly seen,but in console no thing goes wrong.here is some screenshot:
first in
do some click and go white
could someone help me or did some one get same situation?
finally i solved it by remove my setting in variables.scss, by reducing $colors setting to less than 20 makes my app work well in prod mode, more detail in ionic issues
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I am practicing Django in atom text editor and install Platformio-ide-terminal package but after installation when I click to the + sign on the bottom left it is showing me blank console
my expected result is console with some directories but it is showing me blank space with a blinking cursor
Update, August 20, 2019
The issue was fixed in Atom v1.40.1
Old answer
The said package is currently not working with Atom v1.39, since it includes a major update for the underlying Electron framework.
You can try and rebuild the package's native modules. To do so, run apm rebuild inside the ~/.atom/packages/platformio-ide-terminal folder.
If that doesn't work, one workaround is to downgrade Atom to v1.38.x and wait for a fix.
For futher infos on the problem, you can follow this discussion or subscribe to the issue on GitHub.
try to reinstall the Platformio de terminal it works in my case.
I'm trying this, I set up alwaysRun to true in cordova-uglify and ionic-minify folders, but the only way to see the files minimized and uglified is running ionic build android --release (but i don't want to generate the app for PRD yet)
If I do
ionic build android --minimize
The result is the full file, not minimized.
Any idea how to get the files minimized? I'm trying to fix a performance issue with this as the app takes 12 seconds to open and in all sites suggest this as a performance improvement.
how do you publish to webplayer without Unity publishing a development build? I tried to publish streamed, offline, development.. and, of course, with nothing selected. Unity only builds webplayer development builds.
I'm using the most recent version of Unity 5. I do have some errors after exiting one of the levels, cuz I didn't cleanly tell the Enemies what to do after the Player is dead, or something like if.. the player exists go kill her. I just exit the level and the game plays just fine. But can this be the reason? Unity thinking that I still have errors to fix and therefore I can't publish a normal build? I can publish OK to PC though..
Thanks!
EDIT:
Oh, nevermind, I managed to find some answers. The Webplayer installed with Unity goes automatically in Dev mode. It doesn't have any right click options to disable dev build. So I had to reinstall the player via their website. But if other people have their Webplayers set to Dev Build they will see this game with all its errors. : / No biggie, since this is just a learning project, but still.. I would very much like to have a clean build if I'm showing it to anyone else.
I have a Glass GDK app (open-source on Github) that works fine on XE12.
I got the XE16 update yesterday, and now when I run gradlew installDebug to deploy to Glass, I get the message:
:onebusaway-android:installDebug
pkg: /data/local/tmp/onebusaway-android-debug-unaligned.apk
Failure [INSTALL_FAILED_MISSING_SHARED_LIBRARY]
Here are the changes I've made to update to XE16:
I've changed my compileSdkVersion to "Google Inc.:Glass Development Kit Preview:19"
I've updated the gdk.jar in the /libs folder to the file from <android-sdk>/add-ons/addon-google_gdk-google-19/libs
Added <uses-permission android:name="com.google.android.glass.permission.DEVELOPMENT"/> to manifest for pre-production voice commands
(I actually made these changes prior to receiving the XE16 update myself, based on reports of it failing on XE16 from others - so I can confirm that with the above changes the app still works fine on XE12).
I'm using this third-party progress bar library, but from what I can tell from the release notes nothing has changed with the GestureDetector or Gesture Glass classes, which are the only Glass-specific classes it relies on.
My Glassware is an immersive Activity, so I'm not relying on TimelineManager or Cards (which changed in XE16).
EDIT
I've tried removing the third-party progress bar, but that doesn't seem to have any affect - still the same error.
I've also updated to Android Studio 0.5.5, no luck deploying from there either (as opposed to running gradlew installDebug from command-line). Also tried removing /libs/gdk.jar since this isn't required in Android Studio 0.5.5, still no change.
If you have any <uses-library> elements that aren't supported by Glass in your AndroidManifest.xml, you must include the android:required="false" attribute, or remove the element completely, for your app to install on XE16. This is a change in behavior from XE12.
According to the Android docs:
If <uses-library> element is present and its android:required attribute is set to true, the PackageManager framework won't let the user install the application unless the library is present on the user's device...The default android:required value is "true".
I borrowed code from a normal Android app for my Glass app, and I had a leftover element buried in the manifest:
<uses-library android:name="com.google.android.maps"/>
Since I didn't include the android:required="false", XE 16 is correctly preventing the app from installing.
Apparently XE12 didn't enforce this, and installed the app anyway.
After either adding the android:required="false"attribute:
<uses-library android:name="com.google.android.maps"
android:required="false"/>
...or removing this <uses-library> element completely, the app now installs correctly on XE16.
I'm trying out this new thing... It's called conciseness. I've only been reading about it though, so bear with me.
Installed the templates for cocos2d, cocos2d-chipmunk, and cocos2d-box2d and they're showing up in the project window in Xcode. (I understand cocos2d doesn't yet support ARC, which I have enabled.) Trying to build and run a simple Hello World app in any one of the templates results in a "Lexical or Preprocessor Issue - 'FontManager.h' file not found" error. Looked diligently for an answer to that issue and all I got was this, which doesn't end up helping me, but you're welcome to check it out:
cocos2d error
Abandoned cocos2d and went the kobold2d route. Used the installer and that seemed to work fine. I've been able to get projects to build successfully with kobold2d. Problem is, there is next to no literature on it both in print and online.
I thought, "Maybe I should go the cocos3d route instead and just use it for 2D only." Followed this tutorial:
http://www.techipost.com/2011/02/20/installing-cocos3d-for-iphoneipad/
According to everything that's printed out in Terminal during the install process, it should have worked successfully. Unfortunately, I can't get the 3D templates to show up in Xcode.
I'm at my wits' end, here, and I'm thinking about just learning OpenGL and the UIKit over the course of the next, I don't know, year or two?
Is cocos2d even a viable option anymore, post ARC? Thanks any help you can give, guys.
cocos2d is fine, and ARC compatible for versions 1.1 (beta) and 2.0 (beta). I've been working with the 2.0 beta for a few months now, and its excellent. I'm guessing you tried to work with the 1.0.1 stable release which, as you said, is not ARC compatible.
I would recommend downloading 2.0-rc1, installing its templates from its root directory via ./install-templates.sh -f (-f forces overwrite, just in case.)
Blog post on the 2.0-rc1 release: http://www.cocos2d-iphone.org/archives/1885
EDIT:
Just to clarify we're on the same page... I'm going to do a mini outline of the steps:
Download and extract 2.0-rc1
Go into Terminal, navigate to 2.0-rc1's extracted root folder
Fully Quit all instances of Xcode
Type this into console and press enter: ./install-templates.sh -f
The results in Terminal look like this: http://pastebin.com/AVWKv3w1
Re-open Xcode, click New Project -> click iOS or Mac OSX -> click "cocos2d v2.x" -> click "cocos2d iOS" or "cocos2d Mac" -> click Next
Here is where I'm confused: My templates show no options for ARC enabling the project.
Regardless of ARC, enter a project name -> click Next -> select directory -> click Create
After project finishes indexing, select "iPad 5.1 Simulator" or "My Mac 64-bit" as target, and Build (CMD + B) the project, and it complains about FontManager.h?
Just wondering, are you creating a Mac or an iOS project?
Anyway let me know how it goes. =( This is odd!