Uploadifive version 1.1.2 is not working on iPhone and iPad running iOS 8
Try the demo using iPad or iPhone running iOS 8 at:
http://www.boxorox.net/
Clicking the Select File button allows you to choose a file from the mobile device.
Then clicking Upload Files does nothing, the upload never starts.
Apparently there is a new bug on _file_input_ field that was introduced in iOS 8.0.
Since last week Apple has gone ahead and fixed and then reverted it too. I recommend you wait for the iOS 8.0.1 upgrade to be available and then hopefully it will start working again as expected.
Until then, I'm afraid there is very little you could do about it. Here is the stream of Apple's Web Development
team to give you details about it. Have a good one!
This issue has now been fixed for Safari in iOS update 8.0.2
Note: uploading is still broken on Chrome running iOS 8.0.2
Related
Has anyone turned off their iphone, then turned it on again only to find that xCode won't recognize it anymore? I'm using xCode 4.6 to run my app with the 6.1 SDK on my iPhone5 which runs iOS7.0.1, and it was working fine up until I turned off my phone. Now, in the organizer I'm getting an orange dot next to my device and it's saying:
The version of iOS on is not supported by this
installation of the iOS SDK. Please restore the device to a version of
the OS listed below, or update to the latest version of the iOS SDK;
which is available here.
I've tried deleting the app, restarting the phone, cleaning, deleting derived data, deleting the actual derived data folders, unplugging / replugging the phone, and nothing seems to fix this. Has anyone ran into this before and been able to fix it?
I'm not meaning to be rude, but did you read the actual error message you posted? This line:
The version of iOS on is not supported by this installation of the iOS SDK
Please restore the device to a version of the OS listed below
means that your phone is not the same as the ios sdk you are using, which is ios 6.1. Your phone is 7.0.1, which aren't the same in any way. So you need to change back to 6.1 on your phone, or use xcode 5 for ios 7 purposes.
Hope this helps :)
I have xCode5 installed on my computer as well, so I closed xCode4.6, opened xCode5, and it was able to detect my phone and install the app on it. Then I closed xCode5, reopened xCode4.6, and all of a sudden it was also able to detect my phone. Don't know why that works, but it does.
I've been wasting my whole day on this issue, and could not find a solution:
I've been developing an application with iOS 6.1 SDK, and the whole design relies on the iOS 6.1 UI. Yesterday, I've updated my phone to iOS 7, and after the update finished, the previously deployed app, which came back from the backup looked and worked the same as before (on iOS 6.1); everything was fine. However, I had to update my Xcode to version 5, so I can continue deploying successive debug versions to my iOS 7 device during development. Before updating to Xcode 5, I've backed up the iPhoneOS6.1.sdk package from Xcode's internal folder; then updated to Xcode 5, and then placed the iPhoneOS6.1.sdk package back in its folder, next to the iOS 7 SDK, which came with the Xcode 5 installation. I've switched my project's base SDK to iOS 6.1, which did came up in the base SDK selector list, and made sure in the interface builder that all my storyboards/XIB's are set to build as iOS 6.1.
However, when I deploy the application to my phone, it looks like crap, as it's shown with iOS 7 UI elements. If I use a device with iOS 6.1 installed, everything looks fine; it looks like XCode doesn't give damn about my choice of base SDK, and links the application against iOS 7, if I choose to debug on an iOS 7 device.
How can I force Xcode, to deploy the same 6.1-linked stuff to all devices, regardless of it's installed iOS version?
Find and download old SDK. Older SDKs are found here,
https://developer.apple.com/downloads/index.action?name=Xcode
I have copied the xcode.app directory as Xcode_4.6.3.app.
Now you can test and debug in both xcode versions. You have to run them from the corresponding folders or create shortcuts in your desktop. When I build from command line i give the parameter as iPhoneOS6.1 instead of iPhoneOS7.0
This worked great for me in Xcode5 and iOS.
Go to into Xcode5's SDK dir. Add a symbolic link to the old SDK like this:
ln -s /Applications/Xcode_4.6.3.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk iPhoneOS6.1.sdk
In Xcode 5 toolbar, for your target you will see your device listed twice (you also mentioned this in your question ). For some weird reason one is building with iOS 6.x appearance and the other with iOS7 appearance. Trying building/running on one of the device from this list. If you still see the iOS7 appearance, click the stop in the toolbar, select the other device and build again.
I am not seeing any crashes in Xcode 5, so you may want to reinstall if it is crashing a lot for you.
Firstly, you will need to copy and paste the iOS 6.1 SDK from a previous version of XCode. I believe other people have given instructions on how to do this.
Then, assuming you intend to continue development for iOS 6 (for example, without breaking the iOS 6 UI, and you don't intend to use new APIs), do this:
XCode should recognize 2 devices every time you plug in an iOS 7 device to your computer
Run the application on both of them (they are the same device actually, but one of them will be running the application iOS 6-style, and the other one will try to update it to iOS 7-style)
Remember the one running the app iOS 6-style (for me it's the topmost), and do Product > Archive on that device
This should keep on allowing you to build your applications with the iOS 6 style UI, at the same time allowing you to use Xcode 5. I would recommend starting a new development branch exclusively for UI changes to get your app's UI iOS 7 compatible.
Is is possible to submit the app with base SDK iOS5.1 and with Default-568h#2x.png, so that application will not leave an extra black space?
Our normal application is working fine on iPhone5 leaving a black space from top and bottom, but if we just include "Default-568h#2x.png", will it work fine (the view displayed in complete area of iPhone5)?
There are lots of dependencies to support iOS6, so is it possible to submit the app with "Default-568h#2x.png" and base SDK iOS5.1?
It is impossible to submit the iPhone 5 full screen app which is built with Xcode 4.4.1 and iOS 5.1 SDK. I did the same thing to support both old devices of armv6/iOS 3.x and iPhone 5. But I got this reject message from itunesconnect. I think it is the new policy of App Store.
"Invalid Launch Image - You app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later."
just edit the size of Default-568h#2x.png with the same one of Default#x2.png splash screens, don't rename it, adjust only it size, it's how it worked for me, seems the binary does gets faked, my app it's waiting for the review don't know yet if will be approved.
I do not see any policy from Apple to forbid developers to submit apps based on SDK 5.1. My understanding is that if you develop on SDK 5.1 you should also test your app on iOS 6.
Having said that, iOS 6 SDK provides good features to help developers manage the layout, and Apple surely wants the developers to use the latest.
To avoid "Invalid Launch Image" problem on submitting app with iPhone 5 launch image using XCode 4.4.1, please following these steps:
Archive your App under XCode 4.5
Open Organizer, show your App folder in Finder, enter your App’s Products/Applications folder, copy Info.plist and archived-expanded-entitlements.xcent to your home folder.
Open your Info.plist (~/Info.plist) using XCode, and modify MinimumOSVersion from 4.3 to 4.0
Close XCode 4.5 and open XCode 4.4.1, open your App project and open your Target’s “Build Phrases” tab, add a Run Script, with shell “/bin/sh” and “cp -f ~/Info.plist ~/archived-expanded-entitlements.xcent “${TARGET_BUILD_DIR}/${EXECUTABLE_NAME}.app”
Re-archive your App, and it should pass App Store’s rule checker and in “Waiting for review” soon.
The app I submitted late October got online in early November. Someone said he used XCode 4.3.2 to submit app in the same way. It should be working for XCode 4.*
For more information, please also read this blog article.
I submitted by mid-feb my binary compiled on Xcode3.2.6 and only had the Default.png, my App got rejected due to a bug related to the 4" screens, some stupid sizing junk, fixed it and tested on Xcode4.6/SDK6.1 which requires that 568h#2x.png file, I added that image to my set , still compiled it on 3.2.6 and submitted my fix and it got automatically rejected with the same msg as here.
Then I just pulled that 568 file out and resubmitted hoping that since it went thru about 2 weeks ago it'd get past again, I triple checked my code on sdk6.1, recompiled/ressubmitted and got the same rejection so it seems like they are enforcing that min Xcode version NOW.
BUT .... guess what? I cleaned everything and twice and rebuilt & decided to give it a last shot, resubmitted and it passed!!! I'm on waiting 4 review now.
I've solved that issue the following way: I'm using iOS SDK 5.1 and Xcode 4.4.1.
Now I've added simply the Default-568h#2x.png to the upper folder of my App in Xcode but not with Xcode 4.5.1.
Then I've built the App through iPhone 5.1 Simulator and finally I've quit the Simulator.
Then go to ../users/myNameUser/Library/Application Support/iPhone Simulator/5.1/Applications/... search for your App and Copy the complete folder (e.g. F83221EA-1HB4-4947-9DH4-43D8QZ3FFEA3).
Then go to ../users/myNameUser/Library/Application Support/iPhone Simulator/6.0/Applications/ and paste in the copied folder from the 5.1 Simulator.
Finally open your Applications folder go to your Xcode App (4.5.1) then right click and show package content: Go to ../contents/applications/ and double click "iPhone Simulator.app".
Now you are running the new iPhone Simulator with your iOS SDK 5.1 App. Great job? Now you can change the hardware of the simulator to the new iPhone Retina-4-inch.
And you can see how your App will look like on the new iPhone 5.
I've sent my new App version by that way for review - well see if it'll get through.
(Sent with: Xcode 4.4.1 and iPhone 5 support like described on top)
By the way it could be interesting to run Apps from Xcode 4.4 on real iOS 6 Device?
How to do that: Use iOS 6 device for testing with Xcode 4.4 and iOS 5 SDK
iOS project. Base SDK 4.2, deployment target 3.0. A customer is complaining about an issue on iOS 3.1 (he has an old device).
I tried installing Xcode 3.2.3 - the oldest there is for download. It does not offer iOS 3.1 as a test target. Does anyone know how can I enable older versions of iOS on the simulator?
The box also has Xcode 4 (in a different folder). Could it be the case that they're sharing the iOS simulator, and the backwards-incompatible one from Xcode 4 is getting in the way?
There is no substitute for testing on a real device.
I've had a problem with my iPod touch (3rd gen, ios 5.0) crashing in one app. Every day. The dev won't buy, beg, borrow or steal a real iPod touch to test it on so he can fix it. As a user this is extremely frustrating.
EDIT:
The final versions of Xcode with the iPhone SDK, as it was called then, are not available from Apple's download page, but the direct links still work.
The direct links can be found at:
http://chris-fletcher.com/2010/08/28/howto-install-iphone-sdk-2-0-3-1-for-xcode-3-2/
If you use the latest Xcode, you can install device debugging support via the Downloads->Components section, a la: http://cl.ly/3U1V1G3W2p2E1G29342e
http://iphonesdkdev.blogspot.com/2010/04/old-versions-of-iphone-sdk.html
Some of the links are dead though. Apple is removing those old files little by little. Get them while supplies last.
I'm working on a lite version of my app in which I want to put AdMob's ads.
I have downloaded their SDK and followed their instructions, but I can't manage to show any ad in my app.
Also the sample project they let you download seems to be broken.
(After compiling it, an empty view appear in the simulator.)
Anyone with a solution?
I've seen no specific issues with running AdMob ads with iOS 5. Also, if you're using iAds in conjunction with AdMob, I wrote a small wrapper available on github that will handle both networks with as little as a single line of code. It's what I'm currently using in my apps, and I've seen no issue with it, even under iOS 5. I tried to make the integration instructions as clear as I could to make it easy.
The current iOS SDK, version 4.1.1, was not tested against iOS 5 as it was released a few months before iOS 5 was released. An iOS 5 compatible SDK will be released very shortly.