ARC runtime version: I don't know but I downloaded it on this site, https://chrome.google.com/webstore/detail/arc-welder/emfinbmielocnlhgmfkkmkngdoccbadn.
App version:The above is a correct statement
Chrome:46.0.2490.71 m
Platform:Windows 10
Hi there
I have used ARC Welder app about two months, but this words showed up since yesterday when I start every apk file, "You are using ARC Welder on a non-Chrome OS device. Platform specific bugs exist.", even though I turned on this app using Chrome.
Why did it happened to me? Can you tell me how to fix this problem?
Reinstalling the ARC Welder can't fix it.
Now ARC is no longer supported on 32-bit x86 platforms and those platforms will no longer receive updates after October 13, 2015.
https://developer.chrome.com/apps/getstarted_arc
So you have to install 64bit version of chrome. or reinstall chrome.
Don't need to uninstall, just install 64bit it will upgrade your chrome,
you may need to reinstall ARC.
It worked for me, warning is still showing but working.
makes sure that you also disable your antivirus and firewall!
If the issue persists you can check also your WEBGL acceleration on chrome://flags and chrome://gpu and enable it then relaunch it again
Also check on the rendering list override and relaunch the browser and try again.
Related
I am using MacBook Air with Catalina OS. When I hit top command it shows an app Electron consuming about 50% RAM.
I tried uninstalling it but can't find in application list. I have not installed this Electron app explicitly and don't know how it came on my machine.
How to uninstall this as I am not using it?
Top command output:
A quick search shows that Electron is a framework on which google chrome (to name one) runs. So you cant really uninstall it, however you could try, closing a few chrome windows or tabs. A blog gives a solution to this issue by replacing Electron apps as a whole (like using safari instead of chrome), which is not an option for everyone but is worth considering.
https://medium.com/macoclock/5-apps-that-eat-your-ram-and-how-to-replace-them-91f9f856cd66
Personally my advice would be to upgrade to Mac OS Big Sur(if your mac is supported) as I experience some performance increase and found that it was generally more optimised.
I have lenovo k3 note running Android 6.0 my terminal runs fine but cannot install system v2.0 says something has exception error please help screenshot:https://drive.google.com/file/d/0B-8VSwC2YDO-d0VCVmtyeVJHN28/view?usp=drivesdk
The problem is on Android 5.0 and beyond, Google requires binaries to be PIE (position independent).
An XDA-Developers user has made a partially-working Terminal IDE here.
If that doesn't work, you may want to consider a downgrade to Kitkat or something.
I removed the embedded app extension for my watch app, and the target dependency so that my app would discontinue support for the apple watch.
The app never quite worked, and the more my app evolves the less the apple watch does for the user.
After removing these things I attempted to install the build on my phone. It never was able to do so, until I deleted it.
I tested this using testflight.
The app won't install. It downloads, then sits at about 90%. Will NOT update
How then am I to remove support for the apple watch????
This answer may seem weird as it does not have to do with apple watch at all, but I have had the issue you've had with installs not finishing before. I was really stumped as to what it could be, looking into all of my extensions as you are doing now.
It ended up being that I had placed leading zeros in the version number/build number.
For example: Version 4.01
Instead of: Version 4.1
For some reason this caused the error you described for me. Can you confirm you don't have any leading zeros?
Part 1 - Description of the problem
I have the DK2 and I am working on a VR project. This project uses FirefoxNightly. I've downloaded it and installed the WebVR Enabler Add-On
Got this from http://mozvr.com/downloads/
I have also downloaded and installed the latest SDK and Runtime for Windows from https://developer.oculus.com/downloads/
I am also getting this on the Oculus Configuration Utility (while the oculus is plugged in):
However, I have gone on another computer with windows.. installed everything just like on this windows computer and it clearly shows the Oculus Rift connected properly but the head tracking still not working.
EDIT: I just tried connecting the oculus rift to this "second" pc ( dell laptop ) and now it doesn't even recognize the oculus rift. Still no head tracking.
EDIT 2: I tried installing everything on a third PC without success. I'm getting "service unavailable" on the Oculus Configuration Utility
My display mode is set as shown in the image.
Part 2 - Questions
What am I doing wrong? Is there a step I forgot to do? The weird thing is, I have the same project running on Mac without having any problems. Yes, on windows I can see the screen through the oculus rift but head detection is just not present.
Part 3 - list of possible fixes that did not work
This reddit post talks about the firewall issue however I tried the oculus rift with the firewall disactivated without success.
This reddit post talks about a possible fix by reinstalling everything and updating certain drivers.. however I have followed this fix step by step without success.
This oculus forum post talks about the issue and one person proposes a fix that worked for him/her. I followed the fix without success.
Part 4 - System info
If you require specific translations let me know. It is in French.
Part 5 - List of things I have tried that have been thought of
I have reinstalled everything. SDK (is not even needed in fact), runtime, firefoxnightly, webvr add-on multiple times
I have rebooted my computer multiple times
I have tried the different Rift Display Mode
Basic demos from mozvr.com and other webvr based projects work fine but head tracking does not work.
My Oculus is not broken (maybe for windows), it works fine for the Mac.
I've tried using different HDMI cables and Different minUSB-USB cables without success.
Part 6 - Quotes from the forum
First post
This sounds like the same issue a lot of us are having with the 0.5
and 0.6 versions. It's not something wrong with the cables, but with
the Runtime itself. Direct-mode works flawlessly and in Extended mode
the rift still displays a picture, altho without any tracking etc from
the runtime. Hoping it'll be fixed in the next update.
I've seen head tracking break in Firefox Nightly sometimes but I can usually solve it by restarting the browser once or twice, assuming that the hardware and Oculus side of things is working correctly.
Today, most games made for the Oculus Rift are based on specific versions of the Oculus Rift. I found this GUI desktop application that seems to solve most of those problems.
The idea is to install all Oculus Rift Runtime versions and then use the GUI to switch between each version.
The link above is to a reddit post that talks about how to install the application and the different runtimes.
You must install the runtimes from oldest to newest otherwise you'll run into some difficulties, like I unfortunately did. If I'm not mistaken runtime version 0.8 is very buggy and I never really got it to work.
Good luck.
This is what I did to get the Oculus DK2 working on my Windows 10 Laptop:
Create a windows restore point before you start this.
Download oculus_runtime_rev_1_sdk_0.4.4_win.exe from the Oculus downloads page.
Run the installer. Do not restart your computer when prompted.
Go to C:\Program Files (x86)\Oculus\Service folder, right click on OVRServer_x86.exe and go to properties.
In the compatibility tab, check Windows 8 mode, and Run As Administrator.
Run OVRServer_x86.exe
That's it.
The Good News
You should now be able to run direct to rift games. The HELIX rollercoaster app works well. So does the 6000 Moons demo. Most others do not. Depending on the game, you may need to go to your windows display settings, and fiddle with the screen resolution and rotation of the Oculus display.
The Bad News
Your computer may not restart. When I did the above, and later restarted, the computer hung on the windows loading page. I had to go into advanced start mode and load a system restore point. Definitely not the best user experience, but at least I got something working.
i recently received my Macbook and wanted to start developing iOS apps with it.
I Created a default Master-Detail App using the Templates in Xamarin.Studio and everything worked.
Now today i wanted to actually do something in the app, but didn't change a single line of code, still the app doesn't show up anymore in the simulator as long as i want it to use the 6.1 sdk for ios. if i use any other (6.0 etc) it works fine.
I already tried clearing my Cache in /Users/MYNAME/Library/Xamarin/ but this didn't change anything.
What would you suggest me to do now? can i simply reinstall the 6.1 sdk?if so, how would i do this?
Thanks for your help
I had a similar problem where the environment hang when I was trying to debug in the simulator (just showing the spinning ball). I found out that it only occured if I had my phone connected to the computer. Perhaps not valid in your case, but it might be a lead in your problem solving.
I'm using the latest version of everything. :)
From within Xamarin Studio (or MonoDevelop):
Project -> Your.Application.Name Options
Build -> iOS Build (iPhone Build in MonoDevelop)
SDK version: -> 6.1 (it's probably still on 6.0)
This fixed it for me. Also, it wouldn't hurt to make sure the target build in info.plist is set to 6.1.
Delete this folder:
/Users/[username]/Library/Application Support/iPhone Simulator/6.1
And if your Library folder is hidden:
sudo chflags nohidden ~/Library/
I have experienced this problem several times again and my previous answer doesn't solve it. Ya know what does? Rebooting the computer. Works every time. shrug
You need to fill the Application name, Identifier, Version # in the project setting.
I had the same problem and got it solved that way.