I'm using hockey app for beta testing to release build.File picker only works on development build not a beta..
If anybody knows, Please share the solution.
Related
I converted Swift 3.1 to Swift 4.0 syntax using Xcode 9.0 beta, and I have a strange problem. My images in Assets folder in the project are not loaded on my real device. I receive this information Could not load the “sampleImage” image referenced from a nib. Everything works fine in simulator. Can somebody explain me, why?
Update
After updating my iOS to iOS 11 I can see images in my app. But does it mean, that apps installed on iOS 10 and earlier will have a problem with displaying images?
I doubt apps running iOS 10 and earlier will have problems displaying images. In my experience as an iOS developer when you update to a beta Xcode release and Swift SDK you have to update to the newest iOS beta to utilize the SDK and test apps. That changes once the beta tags are removed.
The following Apple document states that "The beta OS must be installed on your device (Mac, Apple TV, Apple Watch or iOS device). The beta OS, when offered, is available on the respective developer download page. For example, see iOS Downloads."
https://developer.apple.com/library/content/technotes/tn2249/_index.html
I post an answer to another question about that. Please check this for more detail:
https://stackoverflow.com/a/44683381/3797903
Just convert all your jpg asset to png to make it run on iOS 10 or earlier device.
I publish app on smartface for ios with the given license.
I followed the steps ios publishing guides with bundle id given by smartface.
Before submitting the appstore i want to simulate or check on the ios device but it only show black screen while lunching app.
Is it normal? Or should be run on xcode simulator or test device.
You should always test on device. The iOS Simulator is a great tool for rapid prototyping, bringup, and rapid iteration, but always test on device as well. It sounds like you have a real bug in your app.
After following every step from how to create a certificate till adding provisional certificate to Xcode, I am unable to load the application on the iphone.
I am using Xcode 4.2 iOs 5 and trying to load application on iOS 4.1 [iPhone 3G ].
When I run other sample apps on my device, it successfully installs and runs.
My app gets buld successfully and I have configured the buld settings of my app according to my iOS.
What could be the probable reason?
Please help.
For testing purposes only, my app consists of a lone UIButton, thats it.
In application build settings set deployment target lower then your device ios. Xcode templates starts with 5.0, hope this helps.
I am using Xcode 4.2 iOs 5 and trying to load application on iOS 4.1
Check out the post Is it possible to target older iOS versions when using Xcode 4.2 and iOS 5 SDK? answered by mmorris.
It helped me out.
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've been building an iPhone game for the last couple months using XCode 3.2.5 and iOS 4.2 and I'm about to submit it to the App Store. Before I do that, however, I wanted to test it against iOS 4.3 Beta 3, so I downloaded the latest beta SDK, installed it in a separate location, and updated the device to iOS 4.3 Beta 3. Now, when I run the game and it attempts to authenticate the local player in Game Center, it pops up a box saying "This game is not recognized by Game Center". Why?
I tried logging out of Game Center though the Game Center app and restarting my app, but I was already logged out, so the problem doesn't appear to be the result of trying to use a non-sandboxed account. Also, I noticed that it runs fine in the 4.3 Beta 3 Simulator. I only get this error on the updated device. Any ideas?
Thanks so much for you wisdom!
Are you code signing with the provisioning profile specific to your app or with a wildcard provisioning profile?
As far as I know, signing with a wildcard profile isn't allowed for accessing Game Center.
In the Game Center app, make sure you're not connected with an account in the production environment. If you have doubt, log out and start your application.