I see Nativescript takes a lot of time in a startup . For 15 seconds, the splash screen is visible and then the app loads. I read somewhere that building the app in release mode will cause the difference in start time , but is causing no difference.
I tried configuring Webpack too as per the doc but it is getting failed and I am getting the error "TypeError: Cannot read property '0' of undefined
prepare"
Related
I recently upgraded some Firebase packages in my iOS Xamarin app, and now the thing refuses to work. The app opens (shows a splash screen) and immediately closes without producing an error.
While I want to fix the package problem, I have no clue where to start. I set a breakpoint on the App.xaml.cs constructor, but this never gets hit when I run the iOS version. So my next idea was to read the output like I do on Android.
I've been Googling around for a few hours, and everyone seems to say 'Go to Debug > Open System Log...', but this is absolutely rubbish! The system log seems to show everything except for my app running... (E.g. I run the app in the simulator, reload the system logs, and the freshest thing is from 10 minutes ago...)
I'm at my wits end here. Does anyone know a trick for viewing my app output in the simulator? Even just an exit code would be useful 😥
You could view the logs in these locations:
Mac – ~/Library/Logs/Xamarin/Simulator.Server
Windows – %LOCALAPPDATA%\Xamarin\Logs\Xamarin.Simulator
Today, randomly, my app stopped running on iOS anymore. I have been working on it daily for weeks and nothing has changed this morning. Works fine on Android. On iOS it shows the splashscreen like normal and then just quit out. There are no errors shown in the console. I am using Sidekick cloud build for iOS. I am running on a physical device. In fact it does not run on my iPod, but it will run fine on my iPad.
Has anyone had this problem? Is there a reason no errors are visible?
SpringBoard: Forcing crash report of (reason: 1, description:
org.nativescript.myapp failed to scnene-create after 4.77s (launch
took 15.23s of total time limit 10.00s))
Found some insights for this and looks like it is crashing because you are spending too much time doing CPU work on the splash screen.
iOS will kill your app if it takes it too much time to load.
The crash report for this would have an exception code of 8badf00d(this is in Hexadecimal) and it will also say “failed to scene-create in time”.
That is exactly you are also getting.
So try not to load to my things on app initilization and get away from Splash screen as soon as possible.
I'm using Xcode 8.1, Swift 3.
I'm making a custom watch face for the Apple Watch (For myself).
So i set the watch to always show last app on wake, and after sometime i noticed that it get back to the default watch and my app is closed.
For a week now I'm trying to figure out why the app keep closing.
On Xcode i tried to debug the WatchKit Extension and after some time the console just print: "Program ended with exit code: 0" and the app closed again.
I looked on google to check if WatchOs have timeout for apps and didn't find out anything about it.
Also the app is sometimes closed after 5 min and sometimes after 12 h...
The app is never pass the 1.5MB memory.
Any idea what could possibly cause that?
I faced the same issue while working on an app.
In my case I'm using SpriteKit scenes which take a lot of memory for rendering to it causes the crashing of the app on watch.
Do check the memory consumption of your app. Make it under the bar to test it on the device.
Try to remove the elements which you think of taking a lot of memory. Use Instruments to track them.
NOTE: It will run successfully on Simulator. But on the real apple watch it crashes.
App will quit after 8 minutes if it is not in the dock, this is explained in WWDC16 videos, other bug might be similar to this:
Watch App terminates upon deactivation if WKAlert is being shown
I made updating for the app. I load the application through Application Loader 3. Also I loaded directly through xCode 8. After loading, assembly is in the status of "Processing". 5-10 minutes later assembly just disappears. I thought that it is in the hidden processing, and decided to wait. I waited for 12 hours, but assembly did not appear. I filled in already 4 assemblies, all disappear. What's the problem? How to update the app?
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Here is my problem :
When I'm testing my App using Xcode, my app freeze (and Xcode too) for a long time after displaying the Launch Image.
But when testing my app without Xcode, it runs normally.
I've noticed something : in the console of my device (Organizer / Devices / MyDevice / Console), when I launch the app from Xcode, some strange logs are displayed :
<Error>: Max open files: 125
is written like 20 times
and also :
<Warning>: CoreAnimation: updates deferred for too long
<Warning>: CoreAnimation: timed out fence 1954b
<Warning>: CoreAnimation: failed to receive fence reply: 10004003
It still stuck on those 3 last lines for a while, and then carry on the execution.
What is happening?
When you run app with XCode, debugger (LLVM or GDB) is attached. Debugger definitely cosumes a lot CPU and memory resource. So it may delay threads starting by the apps. Futhermore debugger may open some extra files, resulting in the log telling you that you used up 25 files.