Titanium Studio_not recognising any attached device - titanium

After two weeks of openning it, it doesn't recognise any attached device (tried with two different devices and genymotion plugin). Wokring on windows machine.

Downloading android 2.3.3, not really sure what is the trick there, just found that recommendations after hours of googling

Related

Timeout waiting for modules to be invalidated

I've a react-native application which was using v0.43, a few days ago , i've decided to upgrade it to v0.48, and faced a lot of issues but found a solutions for them, and now my application starts and only loading screen it give me this error
Timeout waiting for modules to be invalidated
i've searched for it, but didn't found a solution ? any suggestions ?
This has the exact problem's solutions.
My wifi was off on my iPhone. I just turned on my wifi and connected to the same network as my laptop, fixed my problem.
Saw this issue as well. The problem was that my iPhone's wifi was on a different network than my laptop.
I had the same problem too. In my case, I got it only when I press Reload from the device shake menu. I got it solved by opening a hot spot from my phone and connecting my laptop to that. Apparently, the 2 devices need to be able to communicate via a wifi connection even when the device is connected using the USB cable.
Remove all { display: 'none' } from style
EDIT: The answer was for an old version of react-native (0.43) and won't work for new versions.
I had this issue, it was caused by rendering non-english text with special characters, like جمال.
Removing the letterSpacing style property fixed it for me.
I had this very same issue recently and in my case was that I was working with android emulator and ios emulator on the same computer and using the same react-native server, what I did to fix it was to kill the server and reload in ios without reloading android and it fixed it
I spent hours trying to solve this issue, what worked in the end was disabling my computer firewall.
Had the same problem when solving issues related to the PickeriOS, I just uninstalled the app from the simulator and restarted the simulator and build again.

GCM notifications not comming in certain device

I have curious problem. I have written my own android application, which getting some notifications from desktop CRM system through GCM. I tested it on two cell phones:
1- LG D320 with Android 4.4
2- Sony Xperia SP with Android 4.3
Problem is, that notification is comming only other devices then in Sony Xperia. I tried to download apk file of project to third device (I think that is also android 4.3) and notifications running without any problems.
Do you have any tips, what I should check on my device or in project? Thank you very much
PS: I have written android project in VS 2012, c# with Xamarin plugin.
I have a news in my case. I rebuilt APK file again, installed it and notifications working properly. But... I have two computers to deploying android applications. If I build APK installation file in first and then install it on cell phone, I cant deploy application properly from second PC to the same cell phone. Notifications stop working.
Now I know why notifications are not working and it is important!

android sdk not showing my mobile connected on usb port

I'm new to Android.
I'm using Micromax A87 (india) with Gingerbread, this company is not listed in Android Manufacturers on Google website. My mobile's USB debugging mode is on. I tried to run hello world program with Eclipse but it started in AVD.
My problem is that my mobile is not showing in list by adb devices command. But device manager (win7) shows android composite ADB interface and I can also use my phone as disk.
Tell me where is issue? If I try to install supplied driver with phone then PC say that I already have better drivers and same case is for online search. I tried restarting adb.
Please help me to set up android work-space.
I have solved this issue for the same handset, do the following...
Go to C:\Users\system name.android
Make a copy of adb_usb.ini as a backup
Open adb_usb.ini
Replace the content of this file with following content:
0x17EF
0x1EBF
0x05C6
0x19D2
0x9015
0x1C9E
0x0BB4

How to run iOS .app package within Simulator?

Dev guys from other company, sent me iOS app package that is build with Xcode, but I don't have its Xcode project, just built app package file. How to run that on simulator or on iphone?
UDPATE: I'v tried Simulator launcher but the solution is not working when using Xcode 4.2.1.
UPDATE2: Also tried to use this solution but with no luck (getting black simulator screen and errors shown in terminal after launch). IMHO these problems might be related to iOS 5
UPDATE3: Also, unsuccessfully, tried to use this solution
normally you should be able to install it with itunes, a detailed step-by step guide can be found here: http://www.wikihow.com/Install-Ad-hoc-iPhone-OS-Apps
If it is built for device, you can install it to your device using iTunes or Xcode Organizer. However, you cannot run it on any device. They should also give you a provisioning profile for letting you install that app on your device.
Found the solution. I'v asked the guys to send me "ipa" package instead of raw .app package. Then added it to my iPhone device.

Can I build and compile an app built for jail broken iOS and run as a development app on my device?

Just a quick q about iOS development..
I'd love to be able to run a certain game emulator on my iPad..
If it's released under open source is there any thing stopping me from compiling it and running it in an emulator or getting a provisioning profile and running it on my device?
Do jailbroken apps tend to use libraries that wont run on a vanilla copy of iOS?
I.e. Do they patch the kernel to get full control of the video controller etc..
Thanks
Daniel
I think the jailbroken apps can utilize eglibc or glibc, as when I jailbroke me iPod Touch, I remember looking over the installed packages, and remember seeing something along the lines of glibc.
In short, I think if the app is self-sufficient, you probably could package it with XCode, but if it requires some low-level APIs and libraries, you're out of luck.