<Running "flutter pub get" in flutter_tools...>
It actually takes some time and it also depends on the internet speed and the speed of your computer. Give it some time and it will work.
Related
Longshot, but anyone had this issue?
I have code running (or not) which is set to run on the GPU. It fails to run unless I bump the GPU to make it run a little bit, for example by watching YouTube or playing a game.
I believe there may be some computer resource/application prioritisation/limitation configurations causing vscode to stop running, and wondered if anyone else had run into this issue.
I am running the code in a .ipynb notebook file in vscode (not sure if that might contribute to the issue). Sometimes the code will just freeze permanently, and I usually go about restarting the code to get things going properly.
The code should normally takes about 7 seconds for the training epoch, and 0.7 seconds for the validation epoch. But I was away for the first epoch and found it hadn't started, and so I opened up Youtube and it began.
Code timings
I can't think of what settings to change for this, but have tried a few
Power options
Anyone had a similar issue before? My second theory is that I think perhaps I am using too much GPU ram in my python code which is slowing it down and effectively made it freeze. And then when I load another application to use the GPU it forces the GPU ram to reconfigure and somehow this RAM reconfiguring might be unblocking the GPU allowing it to run again.
I have a big issue. I use an obfuscation solution to protect my solution.
When I try to build the solution in "Debug" mode, it finishes in less than 2 minutes.
When I try to build the solution in "Release" mode, if freezes at 'Compilation of [number] methods.
There is more than 100 thousands.
What should I do to overcome this issue?
Can someone have a solution to this issue?
Image screenshoot on where it freezes
I have developed several (experimental and prototype) iOS apps using Xamarin and the new Visual Studio for Mac OS and the build-times intermittently take about 5-10 minutes on average. When starting a new project, build-times are fine. After a few changes in the source code while working on my apps (no specific changes). For no reason, build times start increasing to 5-10 minutes. I've tried all possible build-options (linking, no linking, SDK versions, new consigning certificate, etc..).
Upon investigation with the Activities-app (Mac OS, Sierra) i find that the "codesign" process is taking up 110% CPU and runs for as long as the build takes to complete.
Does anyone have any experience with this problem?
I have the same issue
First Try close Visual Studio then delete bin , obj from your project , finally start visual Build and Run
Second Try make sure you build in real device sometimes emulator cause trouble , how you make sure , if build success but deploy stuck many times
In my case, after wiping my PC and completely re-installing Windows 10, my build speeds increased by 2x.
Clean builds that used to take 2:20 minutes now only take 1:20 minutes, and incremental builds that used to take 40 seconds now only take 17 seconds.
Doing an incremental build + deploying to device used to take around 4 minutes. Now it takes only 55 seconds!
I'm not sure what was leading to this awful experience, but I'm glad it's not so terrible anymore (still slow though).
Go to your *.Android project => "Properties" => "Android Options" and set the following options:
Dex compiler: dx
Linking: None
This gives me a fast build speed
I have a GCC 3.4.3 toolchain built for ARM (arm-elf) here in my Windows 7 (64bits) setup. We use this to build our software product to a specific hardware.
Recently, we have been experiencing some problems with this particular toolchain.
First, when we try to call arm-elf-gcc to build each source file (there are lots of them), it complained about it not being able to allocate enough heap.
Then, I thought it was some problem with the outdated cygwin DLL distributed by the hardware vendor. So I replaced it with a more recent version (1.7.35). The problem stopped and the build does go ok but now it is incredibly SLOW (it took about 40s to build a single .c source file).
Does anyone has experienced this problem before? How can I debug and fix it?
Thanks in advance.
Sounds like you have had a similar problem to me and might be worth trying this. When i first encountered this, I had to install cygserver and then run this (make sure you right click admin):
Previous solution
However, the problem resumed and I simultaneously couldn't install/uninstall some problems. Eventually I resolved this by terminating SearchIndexer.exe in Task Manager. Indeed, I have gone in to Control Panel / Searach Indexing and pulled it back from doing any indexing. My installation taking 1hr took 3 more seconds. The change to Cygwin was instantaneous.
Cygwin is now flying!
I've had an issue with slow execution of builds for a while on cygwin, using make and a proprietary compiler that "isn't gcc, honest...", but has very similar error returns.
I was forced to update yesterday and ran into the issue of rebaseall simply failing to execute. This forced me to dig into other things and I found a report that Trusteer Rapport/End Point Protection has been known to cause issues with rebaseall,and slow response times. So I removed it. This fixed the rebaseall, but has also massively increased the speed of my build. Worth checking to see if you have it installed, try removing it. AV packages in general are reputed to interfere and may be the cause.
I am installing Minitab16 using WineBottler 1.4.1.6. The installation has been going for over 2 hours now. The dialog box says "Creating Minitab.app". Has anyone done this before? Any idea how long it takes?
It has probably errored out. Nothing besides resource depriving game applications should use enough memory to take 2 hours, or some kind of relentless scan. I would suggest running it directly, it will still save most information for your next use.