Ionic livereload continuous caching issue? - ionic-framework

I've been working on quite a few projects in IONIC and many a time while I'm serving on the browser I get errors which I fixed quite a time ago.
For example, just now I got this error:
A tuple type element list cannot be empty.
Which I fixed by assigning my variable type any.But after some time I got the same error while I had already made quite a lot of changes and that error is already fixed.
So in a way, my project was in an older state.So to fix it I had to run ionic serve again.But I can't be doing this again and again as it's time-consuming.Many a time such conditions are quite fatal as sometimes it skips from my mind that it could be an issue due to ionic serve any help will be appreciated.

This issue happens with me also. Suddenly I start seeing errors which I fixed quite a while back. The only solution i got was to run ionic serve again and again. Nothing else has helped till now.
I just recommend to keep updating the cli with a hope of issue being fixed.
With that said, with ionic 4, it will make use of the angular-cli which is more mature and you can expect issues like this to be less likely to happen. I am using ionic 4 alpha 2 with angular, and i dont see the above issue anymore.

Related

Unity framework for SwiftUI "Oddly Stepping" error in iOS 16.1

I am using Unity as a library for SwiftUI quite a while now. However when updating to the newest iOS version (16.1) it stopped working. Compiling runs without a problem but during runtime I get an error when Unity is starting:
in:
I even started a completely new project with Unity included to SwiftUI and get the same error. As this is some kind of assembler code and I certainly do not know how to read it I don't really know where I have to start searching.
In the console I get: "warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available." I tried several ways to turn off optimization as described in related questions which did not work. When unchecking "Debug" in the scheme options the project starts normally
A similar thing happened to me. I'm not entirely sure if it's the same problem but in the console, I got a message saying UnityFramework is running optimized and may behave oddly. Unfortunately, I've tried a couple of ways to disable optimization but I've yet to find a solution.
For now, I'm able to bypass this error by disabling the debugger entirely. In order to do this, you have to go to Product -> Scheme -> Edit Scheme and uncheck debug executable.
I'm not sure if this will work for you but I figured it'd be worth a shot!

I've recently started receiving an error, can anyone help? "Resolve of invalid GC handle. The handle is from a previous domain."

I've recently started receiving the following error whenever I enter play mode in the Unity editor.
Resolve of invalid GC handle. The handle is from a previous domain.
The resolve operation is skipped. UnityEngine.GUIUtility:ProcessEvent
(int,intptr,bool&)
This occurs every time I enter play mode, I'm not sure what I changed to cause this. The game still builds successfully without errors and I can't seem to find any issue with the game once built. It's worth mentioning that I may have noticed a slight dip in fps since I started getting the error. This is only while in play mode, not in the built player, although I might be imagining it, not sure.
I'm using version 2021.3.10f1, and recently updated from an earlier version, although have been using this version for around 2 weeks without issue.
Can anyone help?

How can I prevent "No such module 'Alamofire'" as an error in Xcode?

My Xcode keeps giving me the error "No such module 'Alamofire'" even though I've built and run it a few times, on this project. It seems like this happens randomly. I can usually solve it by quitting Xcode and reinstalling my pods in the project. However, this is annoying and a waste of time. Is this something other people are dealing with? Did I install it improperly? What is going on?
Sometimes I also encounter this problem. In my case, this is due to lack of disk space on mac os. When I free up enough space this problem is solved.
So, I got the same problem with a different pod, Realm Swift. The answer to this was to go into Product > Scheme > Manage Scheme, then uncheck everything but the pod. After that, I built the project successfully. Then I went back into Manage Scheme and checked my project and unchecked the pod. I had to try a few different combinations before I got one working, but this solved the problem.

Neos 1.2.9 error during loading image

I have problem with Neos 1.2.9. It's error "The identifier Persistence_Object_Identifier is missing for a query of TYPO3\Media\Domain\Model\Image". It's happened when I add image to backend. Not every time, only sometimes. there is no principle why. One time everything is fine, next time I had this error.
I tried to do update Neos to 1.2.19 but bug still exists.
I have wasted many hours to try solution, but no result. The same image one time is loaded correctly, next time I had this error. After that I have to remove this node from database, because backend can't loading node tree.
./flow node:repair doesn't work - I have to remove manually all crashed node from database.
You are working with quite an old version. If you look at the release roadmap you will see that your version will run out of support.
Go to https://www.neos.io/community/social-media.html there you find the official channels (Slack or Discourse. There are much more people who can help you.

SourceTree: Setup Assistant Frozen

After updating to the newest version SourceTree application become unusable.
I tried several times to delete application and reinstall it, but result is always the same.
Does anyone have an idea how to solve this problem?
This should be fixed in the current version.