I am developing an iPad App using SceneKit. It is still under development, but I have a few users testing via TestFlight.
One user has an iPad Air 2 which is consistently crashing. The App works OK on my iPad Air, a number of iPad 2 devices and the iPad simulator.
Crash logs from the iPad Air 2 all state the crash is caused by 'gpus_ReturnGuiltyForHardwareRestart'. The offending thread does not link back to my code so I am unsure how to resolve this.
I do not at present have access to an iPad Air 2.
Any suggestions on how I can overcome this issue?
Many Thanks
update your device and then check.
Related
I'm currently developing an iPhone app with a webview. The app works on every device higher than an iPad 1 or iPhone 3gs but on those two devices it running slow after about 5 min.
It just a simple app with a webview, and when I try it on the iPad 2 is runs smooth.
The website i'm loading has some javascript but it works on the safari browser of the iPad 1 and the iPhone 3gs.
Does anybody know what's going wrong?
Thx!
I don't use ARC but found the problem.
In the app I use the Reachability class from apple to check if the device has an internet connection. My loading function was looping and the apps keeps testing the connection.
After I changed the loading function to check the connection only once the problems is gone!
I am working on a universal application where I am stuck at one point. I was able to successfully launch my application both on iPhone and iPad but since 2-3 days, I am not able to launch my application on neither iPhone nor iPhone simulator but it runs smoothly on iPad/iPad simulator.
Also when I run my app choosing iPhone device it shows message like Running the App on iPhone simulator but I am not able to see any effect on my simulator. I am using Xcode 4.2.1 and I guess the issue is pertains to the same.
I don't know whether it is a solution or not but got a way out by reinstalling the iOS Simulator.
I have faced same problem. This probably happens when you replace the application with the newScheme/EditScheme by mistake.
Just carefully check when you run your application is there your application name appear. This will be immediate left at where you choose iPhone simulator or iPad simulator version.
I released an iPhone/iPad app some weeks ago. From 15 reviews (worldwide) I got a dozen 1 star reviews from users saying the app does not work, they only get a blank screen. The other three are happy and it works for them.
I tested the app on an iPad 1, an iPad 2, an iPhone 3GS and several iPhone 4s - it worked on every device flawlessly. And it passed the app store submission process, so it must have worked at Apple...
The crash report in iTunes Connect is empty - the app obviously does not crash, it just hangs somewhere.
Unfortunately there is no way to contact the users where it doesn't work :-(
I know its really hard to help with that less information, but I don't know what to do when I can't replicate the problem on my side...
So does anybody has any idea?
If its a memory problem - shouldn't the app crash then?
I use AVFoundation to play a movie and I know of some flaws since its a relatively new library - does somebody know of this problem (a blank screen) in relation with AVFoundation?
It would be helpful as well if you could download the app (the name is "Hyperactive") and test if you get a blank screen. If so I would be glad to learn the exact device and the iOS version. I hope this is not missunderstood as spam, thats not what I intend...
Thanks in advance,
best regards,
Walchy
This is a longshot, but maybe the user had the application running for a long time, receiving a viewDidUnload, and something you unload is not getting reloaded on the viewDidLoad.
Try running a "Simulate Memory Warning" on the iphone simulator options.
Both iPhone and iPad versions work fine on iPad 1.
Application won't install on iPhone 3G with iOS 4.2.1.
Have you tested your application on a jailbroken device?
It turned out that the black screen only happens on an iPod Touch and the solution is very easy:
You need an additional entry in the .plist file for the iPod Touch:
Main nib file base name ...
iPod Touch 4G thinks it's an iPad
I'm starting to send out a beta version of my app for users to test. One came back and told me that the app crashes on her iPod Touch (2nd Gen). How do I debug for this considering I don't own one. All I have is the iPhone 4, yet there 9 other devices (each generation of iPhone, iPod Touch and iPad) that I would like my app to run on. Any advice?
EDIT 1
There is no iPod Touch hardware option in the simulator. Should I just assume that it is treated as an iPhone?
Hoptoad App is great for this. You can sign up for free for up to 1 project, and the implementation is very easy.
http://hoptoadapp.com/pages/home
For starters get the crash logs from your users' devices and try to debug based on those. Not a big help in testing on devices you don't have, I know, but at least you'll be able to figure out what crashed on each device your beta testers have...
You could try Apple's IOS simulator.
http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/iphone_development/125-Using_iOS_Simulator/ios_simulator_application.html
To set the iOS release used in the
simulation environment, choose
Hardware > Version, and choose the
version you want to test on.
I have an iPhone app in the app store, but I am having a problem with iAds. iAds are showing up as they should on iPhone 3G and iPhone 3GS phones that have downloaded the app, but the iAds are not showing up on any iPhone 4 phones. They are all running the latest software version (iOS 4.2.1). Also, both iPhone 4 and iPhone 3GS phones were both correctly displaying test iAds during my testing phase. Does anyone know what might be causing this issue? Thanks in advance.
The iAds service currently has a really low fill rate (ie, you won't receive an advert every time you request one and, particularly outside the US, are often quite a bit more likely not to receive one). Quite probably either what you're seeing is a coincidence or the particular ads that Apple happens to be running at the minute in your territory aren't being supplied for the iPhone 4 with your app's combination of other ad-relevant metadata (and exactly what Apple use is undisclosed, just assume all the information you supply about your app may be relevant when picking which adverts to serve).
If your app showed the test iAds correctly then it'll show proper iAds correctly. Since Apple require that you properly implement showing/hiding of the iAd bar based on whether you receive an advert, it's safe to assume that they test this feature of your app.