SKLabelNode creates black line and not showing text on iPhone4 - sprite-kit

I am loading different texts into a SKLabeNode it works fine on iPhone5, simulator, etc... but on iPhone4 I sometimes just get a black line, instead of the text.
It is weird that always the same texts are generating the failure, but I cannot figure out what is happening.
The code is:
ButtonText=#"";
ButtonLabel=[SKLabelNode labelNodeWithFontNamed:#"Marker Felt"];
ButtonLabel.fontSize=46;
ButtonLabel.text=ButtonText;
ButtonLabel.position=CGPointMake(0, 0);
ButtonLabel.verticalAlignmentMode=SKLabelVerticalAlignmentModeCenter;
ButtonLabel.horizontalAlignmentMode=SKLabelHorizontalAlignmentModeCenter;
ButtonLabel.colorBlendFactor=1.0f;
When I am changing the text, simply using the
ButtonLabel.text=NewString;
What can be the issue?

I have filed a bug report on this bug to Apple. After few weeks they replied and requested to check the issue with the updated IOS. It worked better and accepted longer texts. Later they fully solved the problem.

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I don't have 10 reputation yet so here's the photo link

Using tesseract plugin in ionic 3 project to get text from image

I am getting wrong output, code run perfectly but don't know where is the problem
I believe the issue you are faced with is not related to only one point.
There could be problem with cropping: the characters appearing near to the borders may affect on the result.
There is a black line above the text which can also make troubles.
Also the blinking part of the text could become a trouble after preprocessing.
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Wrong image is shown in interface image in WatchKit

I'm seeing a bug in WatchKit where it shows a wrong image when assigned by name programmatically or from the storyboard. Am I doing anything wrong here?
How to reproduce
Add images to the WatchKit app with names image_1.png and image_10.png.
Set the first image to the interface image: image.setImageNamed("image_1")
Expected behaviour
First image image_1.png is shown.
Actual behaviour
Second image image_10.png is shown.
Tested in Xcode
Version 6.2 (6C131e)
Version 6.3 (6D532l)
Demo
https://github.com/evgenyneu/watch-image-glitch-demo
Update
This bug has been submitted to Apple Bug Reporter. Apple confirmed that this is a bug.
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I also moved the images into the xcassets bundle which didn't have any affect on the issue. The only thing that I noticed is that renaming the image_10 to image_11, image_12 or image_100 did fix the problem. It appears that only image_10 is the culprit.
If you want to show just one image, you can still use startAnimating with a range that starts at your image and has a length of 1 (duration is 0 in this case). It works fine as a workaround until the bug is fixed.

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However I'm trying to do this without changing the code. And it works fine...for one of my requirements.
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Then I resetted my contraints, disabled autolayout and fixed the iOS6/7 issue via offsets (iOS6/7 Deltas). Worked fine too for resolving the other requirement.
Since you can't use offsets AND autolayout at the same time I'm wondering if it's not possible to fix both problems without either checking iOS version or display size in my code?
I didn't provide code or screenshots because it's a more general question and I'm trying to solve this issue without touching my code. However what I can say is that I'm using .xib files to create the views not knowing if that's a problem too...
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blaluma
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I've managed to implement the code for printing an PDF from my App. Problem is, the PDF has quite some whitespace around it and with the default margins... it's just not how I would like the page to come out of the printer.
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