I am having problems with Appcelerator Titanium caching on Android 6.0 devices. I've tried using 5.2.2 and 5.3.0 to no avail.
Steps to reproduce:
Create an image view and set image to the url you want to cache.
Open app on Android 6.0 device with internet connectivity.
Image loads up.
Close application
Turn off wifi
Open app
On 5.0 devices, the image is loaded without an issue from the cache. On 6.0, it's loading the default image. I thought this was going to be solved by the fix included on 5.3.0, https://jira.appcelerator.org/browse/TIMOB-20470, but apparently it's a separate issue.
Is this happening to anyone else? Is there a workaround for 6.0 devices?
It looks like the same issue as described in the linked ticket. Image is not saved in temp directory so not cached. However the issue is fixed in SDK 5.4.0 which is not officially released yet. But you can try the continuous build. For installing the sdk run the following command in CLI.
appc ti sdk install --branch 5_4_X 5.4.0.v20160608165242
Related
I started to have this issue once I upgraded my phone to iOS 11.0.3.
It seems that now Visual Studio Community Edition for Mac (v7.2 build 636)
I've tried with both with XCode v9.0 (9A235) and v9.0.1 (9A1004)
This is the error that I receive in the application output in Visual Studio for Mac:
"error MT1108: Could not find developer tools for this 11.0.3 (15A432) device. Please ensure you are using a compatible Xcode version and then connect this device to Xcode to install the development support files."
I've verified that the path is set correctly for xcode-select, so in theory, it should work correctly. I'm almost thinking that the Xamarin toolchain does not yet support iOS v11.0.3
I've also tried deleting the bin/obj folders to no avail.
Might anyone be able to confirm that the Xamarin toolchain is compatible with iOS v11.0.3, and if so are there any special steps that need to be taken to make the toolchain recognize the version?
I can potentially downgrade my device to v11.0.1, but before I do I'd like to know if the toolchain is indeed incompatible.
Please let me know if there is more information that I can provide.
Apple ships some extra development code for devices when it release Xcode (an additional disk image to be loaded by the operating system).
In general Xcode ships them for everything it support at that point of time. Which means that when a newer version of iOS is shipped after the Xcode release the missing disk image might be unavailable until an updated Xcode is released (Apple can't guarantee future compatibility of the disk image).
E.g. for Xcode 9.0 (I don't have 9.0.1 installed)
/Applications/Xcode9.app/Contents//Developer/Platforms/iPhoneOS.platform/DeviceSupport/11.0 (15A372)/DeveloperDiskImage.dmg
Xamarin.iOS tries to load the image based on the device version. If it cannot find it it will report the MT1108 error. A potential workaround would be to rename (or copy) the disk image to match your iOS version number. YMMV depending on the changes that Apple introduced in that iOS update.
Note that Xamarin.iOS does not need the disk image for most features. The most visible one, where it's required, is to automatically start the application on devices.
As you found out the deployment works and you can manually start the application and the debugger will connect. I'll update the documentation to include this information.
Update
There was no further Xcode 9.0.x release after iOS 11.0.3. However the next Xcode release (9.1) included support for all 11.0.x versions.
/Applications/Xcode91.app/Contents//Developer/Platforms/iPhoneOS.platform/DeviceSupport/11.0/DeveloperDiskImage.dmg
The shasum of both images are identical so you can assume the one from Xcode9.0 could be renamed/copied without any issue.
Navigate to project folder and delete folders named bin & obj. That should fix the problem.
I have pulled an Appcelerator project from our developer group and unable to publish or run the project on a local Android device.
When trying to publish the below error screen immediately pops up.
Android SDK version 4.1.2 not found.
I have checked both in the Appcelerator platform settings and Android Studio config and have the SDK installed.The install SDK screen in Appcelerator Tried uninstalling/reinstalling Appcli and the SDK to no avail.
After a few days of searching all the appecelerator files in my project. I finally found the fix for my problem (for anyone googling this).
There's a hidden file in the root of the Appcli project called .settings
Inside of settings there's a package called com.appcelerator.titanium.android.core.prefs
There is an android/sdk_version=4.1.2 that was causing all my issues. Hope that helps someone.
Most likely, your issue seems to be with unsupported Android SDK version as per Ti SDK you are using.
So before doing anything, try to grab what this page says to know all about software compatibilities: Titanium Comptability Matrix
It says that minimum Android version as of latest Ti SDK 6.x.x is API 16.
Now, follow these steps carefully to get a fresh start on your system.
First of all, download Android latest SDK from here: Android SDK
Unzip it & put it in at some simple path like in /Users/username/android-sdk
Download Appcelerator Studio (AS) & install it. It will download all pre-requisites like Java, Python
Open Appcelerator Studio & go to Preferences->Studio->Platforms->Android. Select the path of android sdk you unzipped in step 2.
After all these steps, you can open Android SDK Manager (see screenshot where it is) & install necessary SDK, Tools, etc.
Note: I do not suggest to download SDKs via AS as I have faced path issues in beginning.
Even if these steps do not help you, then provide us the log output after running this command on terminal: appc info
If terminal says this command is not found, then you need to go through the AS installation properly.
I had the same issue. Simply deleting all " Android Play Store Distribution" configurations solved my problem.
I've been trying to setup Fabric on my unity project for analytics and fastlane, but it will not get past Step 1 of the setup.
I have Unity 5.6.3f1 and the plugin installation got through without a hitch on Unity, but it's like the dashboard will not recognize the installation.
I also installed (and reinstalled multiple times) Android Studio with the Android SDK and still nothing.
As per the instructions from Unity, I Built my prototype and ran it on my phone and it worked OK, but still no progress on the Setup.
The Android SDK and JDK point to the correct file path on Unity's preferences as well.
I wanted to try to reinstall the Fabric plugin, but the uninstall instructions on the site's knowledge base is only applicable for Macs and I use a PC. I don't have an option to "quit fabric" nor does it appear in my Android SDK plugin list.
I'm not too sure what to do next.
If I'm missing any info, please let me know.
Thanks!
Edit: forgot to add the screenshot
Screenshot: https://imgur.com/a/JOQuP
After several attempts at downloading 5.3.1 version of Unity3D, and not being able to do it successfully, ended up downloading 5.3.0 version from the torrents link pointed to by the unity3d download page.
Now have the environment setup to 5.3.0 of Unity 3D and XCode 7.2
Downloaded the cardboard unitypackage as specified in the link #https://developers.google.com/cardboard/unity/get-started-ios
When I imported the package, I got a bunch of errors but was able to fix them by moving the required files into the MonoDevelop IDE.
Now I exported this as an iOS project using build settings, it did create a folder with iOS corresponding code. However seeing the following issues, which I've been trying to fix since 3 days. Tried several alternatives like switching to different versions etc, tampering with Build Settings on XCode but no luck. Can anyone please help me?
I have an app built in XCode 4.6 and I'm trying to install it onto an iPad with iOS 5.1.
In the target summary I have set the deployment target to 5.1 and in the build settings the base SDK is set to latest (6.1). From what I have read this should work but when I install the app via the IPA file and iTunes the app starts and then flashes off.
It runs fine if I build and install through Xcode.
Is there something I'm missing here? Am I incorrect in thinking it will work if the base SDK is iOS 6.1 but the deployment target is 5.1?
I did double check the profile stored against the release configuration and found it was incorrect. So Kevin was right. Thank you.
It had been my understanding up til now that a profile error would prevent installation altogether. I know better now.