How to Test Performance of Titanium app - titanium-mobile

many devloper are now developing the iphone app ..in titanium platform . how to check the performance of the app and how to find the memory leaks and other constraits

We can Check the performance and Memory leaks of titanium app . using simple steps
We our app get built.go to built folder and side that you will find the iphone inside you can see xcode project... Open that in Xcode Now you can test the app
please go through the docs given below :
https://wiki.appcelerator.org/display/guides/Managing+Memory+and+Finding+Leaks

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Cloud Messaging for macOS (Flutter) not receiving messages

I'm trying to get my Flutter application to receive messages using Cloud Messaging. This is working great on iOS, but for my Flutter macOS application, no matter what I try it's not working.
There seems to be very little documentation online about how to do this, with even the official documentation not being particularly clear.
What I have tried:
Cleaning Flutter
Removing pods and rebuilding
Sending messages from both Firebase's test page as well as a Firebase Function
What I am wondering if I have got wrong:
In the documentation it says For iOS; you must have a physical iOS device to receive messages., does this mean I should be doing something different when running a macOS app too?
Where it says in the documentation, This guide applies to both iOS & macOS Flutter apps, repeat each step for the platforms you require, does it literally mean every single step, as some steps seem to be fine not being repeated eg....
Can I reuse the same Firebase iOS app and Apple key or do I need to create a separate Firebase iOS app and separate Apple key?
Can I use the same identifier as with my iOS implementation?
Thanks so much!
For anyone else trying this, it turns out that notifications shouldn't work on MacOS using the default build approach. Instead, you must use a notarized version of the app. Many thanks to Markus Aksli, who responded with the following:
No, you can just run on your mac, however you need a build that has
been notarized by apple (https://github.com/FirebaseExtended/flutterfire/issues/5717)
You can use the same identifier and key

Building for iOS simulator Library issue

I have an app that uses sqlcipher encryption, and with the latest release of Xcode I haven't been able to to run on simulator, I always get the following error.
Building for iOS Simulator, but the linked library 'libsqlcipher.a' was built for iOS.
I have researched that this error may be connected with Apple wishing us that move from .framework to .xcframework.
The open source of this library doesn't offer a .xcframwork. And I'm not sure I can build it locally.
I would like to ask if there is any workaround that can be done without having to purchase sqlcipher.

Should I rent a virtual Mac for Flutter development?

I'm going to begin working on cross-developing an app for iOS and Android using Flutter. I have a Windows computer and use Android Studio for mobile development (new to Flutter, but have experience with Android development).
I am going to need to use a Mac at the very least to set up Firebase dependencies in the app, but it is unclear to me how much time I will actually need access to a Mac. I don't want to overpay.
When developing an app with Flutter, do I always need to use XCode to test run the app on an iOS device, even if I have a physical iPod in front of me? For instance, I can use my Android phone with USB debugging to run/test the app on my phone thru Android Studio. Can I do the same thing with an iPod and Android Studio, or does it have to be done through XCode?
Thanks.
If you have a good PC/Laptop with good resources you can use VM Box and install macOS in it. After that you can use it to testing for iOS purposes.
Considering a rent on MAC is probably isn't a good option.
Renting will cost alot and will even go over budget if time is not spent properly. Therefore, in my opinion it would be best to get an old mac mini and maybe upgrade it if you have the budget

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I am developing a NativeScript app (i.e. a native app compiled from web languages) and deploying it to XCode (7.2) emulator.
NativeScript uses the Xcode command line tools internally.
I am working under OS X 10.11 (El Captain) and I tried to deploy my app to iPhone 5 and iPhone6 emulators.
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I'm deploying my APIs using json-server.
On Linux with json-server + run to Android emulator it works perfectly so I'm pretty sure it doesn't depend on json-server or my app code.
I tried an old solution posted at: iPhone simulator cannot connect to internet
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Phonegap stuck at detecting iOS SDK environment

i'm trying to create my first app using Phone Gap, so i manage to Build a "generic" app, after installing node.js and phonegap.
So i'm trying to run the following command on the terminal:
phonegap build ios
And it always get stucked on [phonegap] Detecting iOS SDk Environment.
I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
Any ideas? Thanks for the attention!
So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.

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