I have found a strange problem with iCloud Sync.
Situation: I have developed an iOS, iPadOS & macOS App using SwiftUI. All three Versions share the same Codebase (macOS Version is a Catalyst iPad Version). The Project does support iCloud Sync via the NSPersistenceCloudKitContainer to sync data between all 3 devices.
Problem: iCloud Sync works perfectly between my iPhone and my Mac, but when using it with my iPad, I face a really strange problem. When creating a new CoreData Object on my iPad, it will appear on my other devices after a few Seconds, which is totally fine. However, when creating the CoreData Object on my iPhone or Mac, it will not appear on the iPad (I waited 10min). Only when closing and reopening the App, the Object will appear.
Details: I not even have to fully exit the App. It is enough to just swipe up to Application Picker and select the App again.
Question: Does anyone has an idea or something what could cause this strange error? And remember: All three devices are using the same codebase.
Make sure your have enabled Push and remote notifications per the Apple Documentation
Project Settings > Signing and Capabilities
Sync CoreData with CloudKit using
try? persistentContainer.viewContext.setQueryGenerationFrom(.current)
Related
I have an app that shouldn't rotate unless on one particular screen.
The problem is that it is rotating on all screens, but the real big problem is that it only occurs when the users download the app from app store and are using it on iPhone 5, so I can't really find a way to test and fix the bug, since I wasn't able to reproduce it (in a development environment) so far.
I believe this is not an iOS problem since other devices with the same version are doing ok with the version I uploaded to apple through XCode, the bug really only occur when downloaded from app store and is installed on iPhone 5.
Any thoughts on what might be happening or how to fix it?
Thanks in advance!
I recently created an iPhone app using Xcode and storyboards. The app works perfectly on a real iPhone and the iPhone simulator, but when I test it on the iPad simulator or an actual iPad something happens with the application, and I can't figure out what went wrong...
iPhone Simulator
iPad Simulator
I solved this problem by clicking on my main Project name in Xcode. Then I selecte the tab "info" and I changed the Main Story Board File Base Name (iPad) to my storyboard. Then it worked perfectly!
This happens to a number of apps in many occasions, my soloutions are:
1: Try making a separate app but change the app's code from the original app, if by any chance a new code would work, try uploading this app but label it by the originally name but adding 'V.2 or iPad V.1'.
2: If the soloutions above isn't working have you asked a friend or a person you know with a different version of the iPad or a different branded simulator if the app works. If it does, it means your code can either not enable in your version of the iPad or stimulator or that your code must've been changed in download (Which is rare but does happen.) and I suggest re-buy or re-download your app. If it didn't work for your friends or some friends had it working while others didn't (Soloution is best if your friends had different versions of the iPad or stimulator) I think there is a possibility of it being a 'MultiCrash&MultiUsabls'' which is a type of gaming on Mac Products which the app can be simultaneously downloaded by many users who own different versions of iPhones, iPads and iPods and some of them manage to have the app work while it doesn't for others, you should save the code in a file, then delete the already made game, re-upload and see if it works on the iPad and iPad stimulator.
I want to do testing on an app which is provided free through iTunes. I do not have the source code of the app, i only have the .ipa file downloaded through iTunes and i do not have an iPhone or an iPad to install it and start my testing on the app . I want to test the app see how it works, write down scenarios and etc without using an iPhone or an iPad. I tried searching for iPhone simulators but i came to know that i cant install any apps on it, installed Xcode but i cannot simulate it until i have the source code which i do not have.
So can anyone suggest me where i can simulate an app which is provided through iTunes without having the source code ? I just want to see the app, what it provides etc without using an iPhone or iPad device
Many Thanks for your suggestions
The app will not run on your Mac. It’s been compiled for the processors in iOS devices, which makes it incompatible with the Intel processor in your Mac. I’d suggest finding a cheap iPhone 3GS or iPod Touch on eBay.
Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.
I created a iPhone application first and converted it to iPad version to make it a universal build. Most of the time it works fine. But sometimes my iPhone version load as iPad and iPad version launches as iPhone. Kind of mixed up. What is the cause for this? Will this be an issue in actual devices once I submit that to the app store?
Thank you
In Xcode you can select the active executable (use the drop-down in the upper-left corner). I find that sometimes it switches on me, perhaps showing iPad and requiring me to set it back to the iPhone executable for example. If this is your issue, there will not be any confusion when you're running it on an actual device.
If you are planning to submit an app to the app store, it's a very good idea (understatement) to test the app on real devices first!