Cocos2d-x 3.0 wp8 XAML GL program error - xaml

After enabling native debuging i am able to see where this is giving error. in CCGLProgram haveprogram function. It builds fine only while running on the device it gives this error. Also the shaders are precompiled for wp8 so I dont know why this problems exists.I am running it on my desktop and running on my nokia 820. The same works fine on my laptop on a simulator.
vshaderByteArray and fshaderbyteArray get a different value every time. I wanted to attach an image but it seems I need 50 reputation. So adding link below.
http://discuss.cocos2d-x.org/t/wp8-xaml-version-3-2-gl-program-error/15679

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Successfully setting up React Native in Visual Studio Code for Mac

I'm having a real difficult time setting up React Native on Visual Studio Code on my mac. I have read multiple tutorials and watched youtube and Lynda videos on how to do it - follow the steps exactly as they are presented, but still it doesn't completely works. It seems like every other terminal command I run gets an error.
I have managed to get it running on my physical iPhone and in the Android emulator. But when I try get it up and running on my iOS simulator using the appropriate terminal command, it won't work. The simulator opens, but then the terminal seems to get stuck loading and the app isn't showing in the simulator. There's no error, but it doesn't run.
Another thing is that I don't seem to find the index.ios and index.android files respectively - just a single App.js file.
I guess what I'm asking for is a good thorough guid on setting it up. Most guides I come across seem to leave out or under-explain certain steps, assuming that you already understand certain concepts. Please post a link if you know any super guides :) Thanks!

Windows Phone Emulator won't launch

The emulator used to run fine, but as of late whenever i try to launch it, whether directly from the programs list or by running code in Visual Studio, the emulator will launch, stop responding and crash, then when I hit "close program" it will launch itself again, stop responding and crash again. I've looked everywhere and cannot get an answer to this issue.
Thanks
The only way i think is by reinstalling the product.
Just so you know, make sure that you're using the right version of the SDK for your OS (on PC) and using just the right emulator supported by your OS (pc).
Like for SDK 8.0, if you're developing Win8 app, use 'Device' for direct app deployment onto your phone or "Emulator WVGA 512MB" for optimized, memory-constrained output on your PC itself.

Library not loaded

I added Social.framework in my application in the same way i use to add the other frame works. I have downloaded xcode 4.5 and iOS 6 . but my application crashes with follwing error only on device. It works fine on simulator.
dyld: Library not loaded: /System/Library/Frameworks/Social.framework/Social
Referenced from: /var/mobile/Applications/FC88291D-2052-45D6-A7BB-65CE340F07BF/Uploading Image.app/Uploading Image
Reason: image not found
I was getting this exact error. My app currently has a deployment target of 5.1. I wanted to add Facebook sharing. I found this old post, Conditionally including a library for different iOS SDK versions?. All I did was set "Social.framework" to 'optional' and it did the trick, then my app would run on ios 5.1 and ios 6.0. Of course you need to do checks at runtime for what OS the device is running otherwise you could run into a crash if you try to access social.framework in ios 5.1 or earlier. Hope that helps!
In Xcode go to targets, Go to build phase and search for Social frame work you will find that under "Link Binary with Libraries" section. There select social frame work and see there is an option on right hand side required/optional in that just change required to optional. Now you are able to run on all ios devices without any crashes.

Appcelerator Titanium does not run with sample application KitchenSink

I've installed Appcelerator Titanium Studio on a PC and I was not able to run the android simulator on it, so I was saying to myself "it should work on Mac at least"... and I installed a new Mac with Titanium on it, downloaded the SDK, then I imported the Kitchen Sink example and configured the run configuration with the default settings... and I'm getting exactly the same problem which is an infinite loop with the 'audio_flinged died' problem! So the best I can do is to view the Android simulator with the black window and "Android..." written on it.
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I'd really like to see what Titanium is capable to do.
The Mac ends (after a few mins) with "Launching New_configuration" has encountered a problem. Session initialization failed. "Session initialization failed Failed to get version"
The problem of the infinite loop with "AudioFlinger" still persist in the two cases (PC/Mac).
Any help would be greatly appreciated.
I helped someone with a similar question. He was getting a error which you don't seem to be but my answer walked him through checking the configuration was ok etc.
might help you:
Error running Android emulator from Titanium Studio

Am I using Core Location correctly? It doesn't seem to be working

I just started doing some research into Core Location and it seems that the tutorials that I am following are not working for me. Even when I download the source code and run it, nothing happens. At present I have attempted this tutorial. When I run it, I get a popup asking if I want iPhone to use my current location. I press ok, and then nothing happens. Am I supposed to do anything else?
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In order for location to work, you need to be running the code on an actual device. The latest public iOS SDKs don't yet support location changes in the simulator. The simulator will always return 1 Infinite Loop, Cupertino, CA (Apple's headquarters) as the location.
See the Core Location documentation for more information on using location in your apps. (Although I can't find a citation for the limitation of the simulator at the moment.)
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iOS5 iPhone simulator supports location simulation.
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